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Interactive HDR lighting of dynamic participating media
Authors:Fernando Navarro  Diego Gutierrez  Francisco J. Serón
Affiliation:(1) Lionhead Studios (Microsoft Games Studios), 1 Occam Court, Surrey Research Park, Guildford, GU2 7YQ, UK;(2) Grupo de Informática Gráfica, Centro Politécnico Superior, Instituto de Investigación en Ingeniería de Aragón, C/ María de Luna 1, 50018 Zaragoza, Spain
Abstract:In this paper, we present two optimization techniques to light and render volumetric data of inhomogeneous participating media. Both are independent of the lighting model selected. We use an implementation of the ray marching algorithm to approximate the Radiance Transfer Equation. The system can calculate single scattering in time-varying isotropic participating media with the incident field being modeled as a high dynamic range (HDR) environment map. We can use dynamic lighting (with certain restrictions) and free camera movement without using any precomputations while achieving interactive frame rates. Electronic Supplementary Material  The online version of this article () contains supplementary material, which is available to authorized users.
Contact Information Francisco J. SerónEmail:
Keywords:High dynamic range  Participating media  Lighting  GPU  Real time  Volume density objects
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