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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.
Lighting, Rendering (computer graphics), Media, Approximation methods, Light scattering, Scattering parameters, Real time systems

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.
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