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Issue No.02 - March-April (2012 vol.32)
pp: 34-43
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
Daniele Bernabei , Italian National Research Council
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.
real-time graphics, multiple scattering, single scattering, heterogeneous materials, lattice-Boltzmann lighting, computer graphics
Ajit Hakke-Patil, Francesco Banterle, Marco Di Benedetto, Fabio Ganovelli, Sumanta Pattanaik, Daniele Bernabei, "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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2. R. Geist et al., "Lattice-Boltzmann Lighting," Proc. 2004 Eurographics Symp. Rendering, Eurographics Assoc., 2004, pp. 355–362.
3. X. Sun et al., "Interactive Relighting of Dynamic Refractive Objects," ACM Trans. Graphics, vol. 27, no. 3, 2008, article 35.
4. Y. Wang et al., "Real-Time Rendering of Heterogeneous Translucent Objects with Arbitrary Shapes," Computer Graphics Forum, vol. 29, no. 2, 2010, pp. 497–506.
5. R. Fattal, "Participating Media Illumination Using Light Propagation Maps," ACM Trans. Graphics, vol. 28, no. 1, 2009, article 7.
6. B. Walter et al., "Single Scattering in Refractive Media with Triangle Mesh Boundaries," ACM Trans. Graphics, vol. 28, no. 3, 2009, article 92.
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