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...

Ausführliche Beschreibung

Bibliographische Detailangaben
Veröffentlicht in:IEEE computer graphics and applications. - 1991. - 33(2013), 3 vom: 01. Mai, Seite 53-65
1. Verfasser: Elek, Oskar (VerfasserIn)
Weitere Verfasser: Ritschel, Tobias, Seidel, Hans-Peter
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2013
Zugriff auf das übergeordnete Werk:IEEE computer graphics and applications
Schlagworte:Journal Article Research Support, Non-U.S. Gov't