Real-time screen-space scattering in homogeneous environments
The proposed screen-space algorithm approximates light scattering in homogeneous participating environments, such as water. Instead of simulating full global illumination, this method models scattering by a physically based point spread function. A discrete hierarchical convolution in a texture MIP...
| Veröffentlicht in: | IEEE computer graphics and applications. - 1991. - 33(2013), 3 vom: 01. Mai, Seite 53-65 |
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| Format: | Online-Aufsatz |
| Sprache: | English |
| Veröffentlicht: |
2013
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| Zugriff auf das übergeordnete Werk: | IEEE computer graphics and applications |
| Schlagworte: | Journal Article Research Support, Non-U.S. Gov't |
| Online verfügbar |
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