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ABSTRACT
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
CITATION

O. Elek, T. Ritschel and H. Seidel, "Real-Time Screen-Space Scattering in Homogeneous Environments," in IEEE Computer Graphics and Applications, vol. 33, no. 3, pp. 53-65, 2013.
doi:10.1109/MCG.2013.17
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