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
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