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Real-Time Screen-Space Scattering in Homogeneous Environments
May-June 2013 (vol. 33 no. 3)
pp. 53-65
The proposed screen-space algorithm approximates light scattering in homogeneous participating environments, such as water. Instead of simulating full global illumination, this method models scattering by a physically based point spread function. A discrete hierarchical convolution in a texture MIP map makes the algorithm efficient, and a custom anisotropic incremental filter prevents illumination leaking.
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
Citation:
O. Elek, T. Ritschel, H. 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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