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Real-Time Screen-Space Scattering in Homogeneous Environments
May-June 2013 (vol. 33 no. 3)
pp. 53-65
Oskar Elek, Max Planck Institut Informatik
Tobias Ritschel, Max Planck Institut Informatik
Hans-Peter Seidel, Max Planck Institut Informatik
The proposed approximate algorithm computes light scattering in homogeneous participating environments in screen space. Instead of simulating full global illumination, this method models scattering by a physically based point spread function (PSF). To do this efficiently, the PSF is applied by performing a discrete hierarchical convolution in a texture MIP map. This method's main problem, illumination leaking, is solved through a custom anisotropic incremental filter. The solution is fully parallel, runs in hundreds of fps for the usual screen resolutions, and is directly applicable in most 2D and 3D rendering architectures.
Index Terms:
Lighting,Rendering (computer graphics),Media,Approximation methods,Light scattering,Scattering parameters,Real time systems,computer graphics,participating media,light scattering,screen-space methods,real-time rendering
Oskar Elek, Tobias Ritschel, Hans-Peter Seidel, "Real-Time Screen-Space Scattering in Homogeneous Environments," IEEE Computer Graphics and Applications, vol. 33, no. 3, pp. 53-65, May-June 2013, doi:10.1109/MCG.2013.17
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