Title :
GPU Ray Marching for Real-Time Rendering of Participating Media
Author :
Han, Jeonghun ; Ki, Hyunwoo ; Oh, Kyoungsu
Author_Institution :
Soongsil Univ., Seoul
Abstract :
This paper presents a GPU based ray marching algorithm for real-time rendering of participating media. We fire a ray at each pixel being shaded on the cube surface, and then we find an intersection between the ray and inner-volume recorded by a 3D texture, using both linear and binary searches. At this intersection, the ray marches through the volume to compute radiance by single scattering of light. This technique can render isotropic as well as anisotropic participating media at tens frames per second on graphics hardware without any preprocessing loads.
Keywords :
computer graphic equipment; image texture; ray tracing; rendering (computer graphics); 3D texture; GPU ray marching; anisotropic participating media rendering; cube surface; graphics hardware; real-time rendering; Casting; Computer applications; Data visualization; Fires; Graphics; Hardware; Light scattering; Optical scattering; Rendering (computer graphics); Surface texture;
Conference_Titel :
Computational Science and its Applications, 2007. ICCSA 2007. International Conference on
Conference_Location :
Kuala Lampur
Print_ISBN :
978-0-7695-2945-5
DOI :
10.1109/ICCSA.2007.46