• DocumentCode
    3387747
  • Title

    GPU Ray Marching for Real-Time Rendering of Participating Media

  • Author

    Han, Jeonghun ; Ki, Hyunwoo ; Oh, Kyoungsu

  • Author_Institution
    Soongsil Univ., Seoul
  • fYear
    2007
  • fDate
    26-29 Aug. 2007
  • Firstpage
    499
  • Lastpage
    504
  • 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;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computational Science and its Applications, 2007. ICCSA 2007. International Conference on
  • Conference_Location
    Kuala Lampur
  • Print_ISBN
    978-0-7695-2945-5
  • Type

    conf

  • DOI
    10.1109/ICCSA.2007.46
  • Filename
    4301187