| Title: |
Interactive multiple anisotropic scattering in clouds |
| Authors: |
Bouthors, Antoine; Neyret, Fabrice; Max, Nelson; Bruneton, Eric; Crassin, Cyril |
| Contributors: |
Virtual environments for animation and image synthesis of natural objects (EVASION); Inria Grenoble - Rhône-Alpes; Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National de Recherche en Informatique et en Automatique (Inria)-Laboratoire Jean Kuntzmann (LJK); Université Pierre Mendès France - Grenoble 2 (UPMF)-Université Joseph Fourier - Grenoble 1 (UJF)-Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP)-Centre National de la Recherche Scientifique (CNRS)-Université Pierre Mendès France - Grenoble 2 (UPMF)-Université Joseph Fourier - Grenoble 1 (UJF)-Institut polytechnique de Grenoble - Grenoble Institute of Technology (Grenoble INP)-Centre National de la Recherche Scientifique (CNRS); Institute of Data Analysis and Visualization (IDAV); University of California Davis (UC Davis); University of California (UC)-University of California (UC); Eric Haines and Morgan McGuire |
| Source: |
I3D'08 - ACM Symposium on Interactive 3D Graphics and Games ; https://inria.hal.science/inria-00333007 ; I3D'08 - ACM Symposium on Interactive 3D Graphics and Games, Feb 2008, Redwood City, United States. pp.173-182, ⟨10.1145/1342250.1342277⟩ |
| Publisher Information: |
HAL CCSD; ACM |
| Publication Year: |
2008 |
| Collection: |
Université de Rennes 1: Publications scientifiques (HAL) |
| Subject Terms: |
[INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR] |
| Subject Geographic: |
Redwood City; United States |
| Description: |
International audience ; We propose an algorithm for the real time realistic simulation of multiple anisotropic scattering of light in a volume. Contrary to previous real-time methods we account for all kinds of light paths through the medium and preserve their anisotropic behavior. Our approach consists of estimating the energy transport from the illuminated cloud surface to the rendered cloud pixel for each separate order of multiple scattering. We represent the distribution of light paths reaching a given viewed cloud pixel with the mean and standard deviation of their entry points on the lit surface, which we call the collector area. At rendering time for each pixel we determine the collector area on the lit cloud surface for different sets of scattering orders, then we infer the associated light transport. The fast computation of the collector area and light transport is possible thanks to a preliminary analysis of multiple scattering in planeparallel slabs and does not require slicing or marching through the volume. Rendering is done efficiently in a shader on the GPU, relying on a cloud surface mesh augmented with a Hypertexture to enrich the shape and silhouette. We demonstrate our model with the interactive rendering of detailed animated cumulus and cloudy sky at 2-10 frames per second. |
| Document Type: |
conference object |
| Language: |
English |
| DOI: |
10.1145/1342250.1342277 |
| Availability: |
https://inria.hal.science/inria-00333007; https://inria.hal.science/inria-00333007v1/document; https://inria.hal.science/inria-00333007v1/file/clouds.pdf; https://doi.org/10.1145/1342250.1342277 |
| Rights: |
info:eu-repo/semantics/OpenAccess |
| Accession Number: |
edsbas.36C8A751 |
| Database: |
BASE |