Conference: Siggraph 2012 Talks
We present a novel approach towards the rendering of complex participating media. Previous methods either focus on offline rendering, or introduce limitations on the accuracy of the lighting simulation or on the volumetric representation. The Volume-Aware Extinction Maps naturally account for multiple animated participating media, without assumptions on their relative positions and nature. Our approach is based on the projection of the extinction function along light rays into a volume-aware functional space, concentrating the representation accuracy within the most relevant sections of the light paths. Our representation also intrinsically provides an alternative representation of the participating media in the scene, hence allowing any scattering simulation method to be applied on arbitrary volume representations. We demonstrate the use of our technique for interactive editing and navigation in complex volumetric scenes using a simple out-of-core rendering framework, making \vaem valuable tools for real-time applications as well as production previsualization and rendering.
Conference: Siggraph Asia 2011 Talks
The interaction between light and participating media involves complex physical phenomena such as light absorption and scattering. The radiance transmitted through a medium then depends on the variations of scattering and extinction along potentially complex light paths, yielding soft light shafts and shadowing. Computing light scattering in these media usually requires complex offine computations Some real-time applications are based on heavy precomputations. Some others introduce restrictions such as approximate diffusion schemes, or specific volume representations
Conference: I3D 2011
Simulating light scattering in these media usually requires complex offine estimations. Real-time applications are either based on heavy precomputations, limited to homogeneous media or relying on simplistic rendering techniques such as billboards. We propose a generic method for fast estimation of single scattering within participating media. Introducing the concept of Transmittance Function Maps and Uniform Projective Space Sampling, our method leverages graphics hardware for interactive support of dynamic light sources, viewpoints and participating media. Our method also accounts for the shadows cast from solid objects, providing a fullfeatured solution for fast rendering of participating media which potentially embrace the entire scene.
Conference: Siggraph 2010 Talks
Computing light scattering in these media usually requires complex offine computations. Real-time applications are either based on heavy precomputations, limited to homogeneous media or relying on simplistic rendering techniques such as billboards. We propose a generic method for fast estimation of single scattering within heterogeneous participating media. Introducing the concept of attenuation function maps, our method leverages graphics hardware to support dynamic light sources, viewpoints and participating media interactively. Our method also accounts for the shadows cast from solid objects, providing a full-featured solution for fast rendering of participating media which potentially embrace the entire world.