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A Parallel Architecture for Interactively Rendering Scattering and Refraction Effects
March-April 2012 (vol. 32 no. 2)
pp. 34-43
Daniele Bernabei, Italian National Research Council
Ajit Hakke-Patil, University of Central Florida
Francesco Banterle, Italian National Research Council
Marco Di Benedetto, Italian National Research Council
Fabio Ganovelli, Italian National Research Council
Sumanta Pattanaik, University of Central Florida
Roberto Scopigno, National Research Council
Web Extra: View Supplemental Material
A new method for interactive rendering of complex lighting effects combines two algorithms. The first performs accurate ray tracing in heterogeneous refractive media to compute high-frequency phenomena. The second applies lattice-Boltzmann lighting to account for low-frequency multiple-scattering effects. The two algorithms execute in parallel on modern graphics hardware. This article includes a video animation of the authors' real-time algorithm rendering a variety of scenes.

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Index Terms:
real-time graphics, multiple scattering, single scattering, heterogeneous materials, lattice-Boltzmann lighting, computer graphics
Citation:
Daniele Bernabei, Ajit Hakke-Patil, Francesco Banterle, Marco Di Benedetto, Fabio Ganovelli, Sumanta Pattanaik, Roberto Scopigno, "A Parallel Architecture for Interactively Rendering Scattering and Refraction Effects," IEEE Computer Graphics and Applications, vol. 32, no. 2, pp. 34-43, March-April 2012, doi:10.1109/MCG.2011.106
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