“A hierarchical volumetric shadow algorithm for single scattering”
Conference:
Type(s):
Title:
- A hierarchical volumetric shadow algorithm for single scattering
Session/Category Title: Volumetric modeling and rendering
Presenter(s)/Author(s):
Moderator(s):
Abstract:
Volumetric effects such as beams of light through participating media are an important component in the appearance of the natural world. Many such effects can be faithfully modeled by a single scattering medium. In the presence of shadows, rendering these effects can be prohibitively expensive: current algorithms are based on ray marching, i.e., integrating the illumination scattered towards the camera along each view ray, modulated by visibility to the light source at each sample. Visibility must be determined for each sample using shadow rays or shadow-map lookups. We observe that in a suitably chosen coordinate system, the visibility function has a regular structure that we can exploit for significant acceleration compared to brute force sampling. We propose an efficient algorithm based on partial sum trees for computing the scattering integrals in a single-scattering homogeneous medium. On a CPU, we achieve speedups of 17–120x over ray marching.
References:
1. Aila, T., and Laine, S. 2009. Understanding the efficiency of ray traversal on gpus. In Proc. High-Performance Graphics 2009, 145–149. Google ScholarDigital Library
2. Billeter, M., Sintorn, E., and Assarsson, U. 2010. Real time volumetric shadows using polygonal light volumes. In Proc. High Performance Graphics 2010. Google ScholarDigital Library
3. Dobashi, Y., Yamamoto, T., and Nishita, T. 2000. Interactive rendering method for displaying shafts of light. In Proc. Pacific Graphics, IEEE Computer Society, Washington, DC, USA, 31. Google ScholarDigital Library
4. Donnelly, W., and Lauritzen, A. 2006. Variance shadow maps. In Proc. 2006 symposium on Interactive 3D graphics and games, ACM, New York, NY, USA, 161–165. Google ScholarDigital Library
5. Engelhardt, T., and Dachsbacher, C. 2010. Epipolar sampling for shadows and crepuscular rays in participating media with single scattering. In Proc. 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games, ACM, 119–125. Google ScholarDigital Library
6. Fenwick, P. M. 1994. A new data structure for cumulative frequency tables. Software, practice & experience 24, 3, 327–336. Google ScholarDigital Library
7. Golub, G. H., and Van Loan, C. F. 1996. Matrix Computations, 3rd. ed. The Johns Hopkins University Press. Google ScholarDigital Library
8. Jarosz, W., Zwicker, M., and Jensen, H. W. 2008. The beam radiance estimate for volumetric photon mapping. Computer Graphics Forum 27, 2 (Apr.), 557–566.Google ScholarCross Ref
9. Jensen, H. W., and Christensen, P. H. 1998. Efficient simulation of light transport in scenes with participating media using photon maps. In Proc. SIGGRAPH 98, 311–320. Google ScholarDigital Library
10. Kopf, J., Cohen, M. F., Lischinski, D., and Uyttendaele, M. 2007. Joint bilateral upsampling. ACM Trans. Graph. 26, 3. Google ScholarDigital Library
11. Lloyd, D. B., Tuft, D., Yoon, S.-E., and Manocha, D. 2006. Warping and partitioning for low error shadow maps. In Proc. Eurographics Workshop on Rendering 2006, 215–226. Google ScholarDigital Library
12. Max, N. L. 1986. Atmospheric illumination and shadows. In Computer Graphics (Proc. SIGGRAPH ’86), ACM, New York, NY, USA, 117–124. Google ScholarDigital Library
13. Mitchell, K. 2008. Volumetric light scattering as a post-process. In GPU Gems 3, Addison-Wesley.Google Scholar
14. Pegoraro, V., and Parker, S. 2009. An analytical solution to single scattering in homogeneous participating media. Computer Graphics Forum 28, 2.Google ScholarCross Ref
15. Pharr, M., and Humphreys, G. 2004. Physically Based Rendering: From Theory to Implementation. Morgan Kaufmann. Google ScholarDigital Library
16. Sun, B., Ramamoorthi, R., Narasimhan, S., and Nayar, S. 2005. A practical analytic single scattering model for real time rendering. ACM Trans. Graph. 24, 3. Google ScholarDigital Library
17. Sun, X., Zhou, K., Lin, S., and Guo, B. 2010. Line space gathering for single scattering in large scenes. ACM Trans. Graph. 29, 4. Google ScholarDigital Library
18. Wyman, C., and Ramsey, S. 2008. Interactive volumetric shadows in participating media with single-scattering. In Proc. IEEE Symposium on Interactive Ray Tracing, 87–92.Google Scholar


