Title :
A multiple scattering in participating media for real time rendering
Author :
Guo, Ping ; Wang, Yuanlong
Author_Institution :
Image Process. & Pattern Recognition Lab., Beijing Normal Univ., Beijing, China
Abstract :
At present, multiple scattering problems in participating media is still very challenging for real time rendering. Some methods have proposed to describe multiple scattering phenomena, however, there are some restriction conditions such as requiring the medium is static, etc., and rendering speed is not satisfied real-time requirement. In order to speed up the multiple scattering rendering, we propose a GPU based algorithm in this paper. First of all, the media is initialized with a particle system and the property of each particle is defined; secondly, according to the properties of each particle, a method of tracing the particle path, which is generated by uniformly sampling the surrounding particles of one particle, is proposed and this method is used to compute in-scattering radiance for each particle; finally, the total radiance is calculated by summing up contributions of particles along ray paths and the final image is rendered. The experimental results show that the proposed algorithm can achieve the real-time rendering effect.
Keywords :
brightness; graphics processing units; rendering (computer graphics); scattering; GPU-based algorithm; multiple scattering problems; particle in-scattering radiance; particle path tracing method; particle sampling; particle system; ray paths; real-time image rendering speed; restriction conditions; Equations; Light sources; Mathematical model; Media; Real-time systems; Rendering (computer graphics); Scattering; computer graphics; multiple scattering; parallel computing; ray tracing; real time rendering;
Conference_Titel :
Systems, Man, and Cybernetics (SMC), 2012 IEEE International Conference on
Conference_Location :
Seoul
Print_ISBN :
978-1-4673-1713-9
Electronic_ISBN :
978-1-4673-1712-2
DOI :
10.1109/ICSMC.2012.6378077