نتایج جستجو برای: participating media
تعداد نتایج: 320357 فیلتر نتایج به سال:
Natural volumetric media have phase functions which typically are sharply peaked in the forward scattering direction, with backscatter accounting for only a few percent of the total angular redistribution from a single scattering event. This property has been exploited in the past in the small-angle approximation for radiative transfer, successfully for many engineering and science applications...
We introduce a set of robust importance sampling techniques which allow efficient calculation of direct and indirect lighting from arbitrary light sources in both homogeneous and heterogeneous media. We show how to distribute samples along a ray proportionally to the incoming radiance for point and area lights. In heterogeneous media, we decouple ray marching from light calculations by computin...
Volumetric light transport effects are significant for many materials like skin, smoke, clouds, snow or water. In particular, one must consider the multiple scattering of light within the volume. While it is possible to simulate such media using volumetric Monte Carlo or finite element techniques, those methods are very computationally expensive. On the other hand, simple analytic models have s...
We consider the addition of physically-based weather effects like haze, fog and mist to images. Most computer graphics images are rendered under clear day or night conditions and little attention has been devoted to efficiently adding realistic weather effects. Multiple light scattering is dominant in a variety of atmospheric conditions (in general, most participating media) and is hard to mode...
Images captured in participating media such as murky water, fog, or smoke are degraded by scattered light. Thus, the use of traditional three-dimensional (3D) reconstruction techniques in such environments is difficult. In this paper, we propose a photometric stereo method for participating media. The proposed method differs from previous studies with respect to modeling shape-dependent forward...
Several participating media rendering algorithms are based on ray marching: they integrate the variations of radiance along the volume covered by the participating media by splitting the path of light into segments and sampling light contribution at each of those segments. This paper revisits the concept of ray marching not as an integration technique, but as the application of a numerical meth...
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