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Real-time volumetric shadows using 1D min-max mipmaps

Published: 18 February 2011 Publication History

Abstract

Light scattering in a participating medium is responsible for several important effects we see in the natural world. In the presence of occluders, computing single scattering requires integrating the illumination scattered towards the eye along the camera ray, modulated by the visibility towards the light at each point. Unfortunately, incorporating volumetric shadows into this integral, while maintaining real-time performance, remains challenging.
In this paper we present a new real-time algorithm for computing volumetric shadows in single-scattering media on the GPU. This computation requires evaluating the scattering integral over the intersections of camera rays with the shadow map, expressed as a 2D height field. We observe that by applying epipolar rectification to the shadow map, each camera ray only travels through a single row of the shadow map (an epipolar slice), which allows us to find the visible segments by considering only 1D height fields. At the core of our algorithm is the use of an acceleration structure (a 1D minmax mipmap) which allows us to quickly find the lit segments for all pixels in an epipolar slice in parallel. The simplicity of this data structure and its traversal allows for efficient implementation using only pixel shaders on the GPU.

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MP4 File (p39-chen.mp4)

References

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Cited By

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  • (2023)Collimated Whole Volume Light Scattering in Homogeneous Finite MediaIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.313576429:7(3145-3157)Online publication date: 1-Jul-2023
  • (2022)Forest fog rendering using generative adversarial networksThe Visual Computer10.1007/s00371-021-02376-z39:3(943-952)Online publication date: 30-Jan-2022
  • (2021)Interactive Path Tracing and Reconstruction of Sparse VolumesProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/34512564:1(1-19)Online publication date: 28-Apr-2021
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    cover image ACM Conferences
    I3D '11: Symposium on Interactive 3D Graphics and Games
    February 2011
    207 pages
    ISBN:9781450305655
    DOI:10.1145/1944745
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 18 February 2011

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    Author Tags

    1. global illumination
    2. volumetric scattering

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    I3D '11
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    I3D '11: Symposium on Interactive 3D Graphics and Games
    February 18 - 20, 2011
    California, San Francisco

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    I3D '11 Paper Acceptance Rate 24 of 64 submissions, 38%;
    Overall Acceptance Rate 148 of 485 submissions, 31%

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    Cited By

    View all
    • (2023)Collimated Whole Volume Light Scattering in Homogeneous Finite MediaIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.313576429:7(3145-3157)Online publication date: 1-Jul-2023
    • (2022)Forest fog rendering using generative adversarial networksThe Visual Computer10.1007/s00371-021-02376-z39:3(943-952)Online publication date: 30-Jan-2022
    • (2021)Interactive Path Tracing and Reconstruction of Sparse VolumesProceedings of the ACM on Computer Graphics and Interactive Techniques10.1145/34512564:1(1-19)Online publication date: 28-Apr-2021
    • (2020)Adaptive volumetric light and atmospheric scatteringPLOS ONE10.1371/journal.pone.024226515:11(e0242265)Online publication date: 18-Nov-2020
    • (2019)ReLiShaftMultimedia Tools and Applications10.1007/s11042-018-6296-778:5(6073-6092)Online publication date: 1-Mar-2019
    • (2018)Realistic real-time rendering of light shafts using blur filterMultimedia Tools and Applications10.1007/s11042-017-5267-877:13(17007-17022)Online publication date: 1-Jul-2018
    • (2017)Soft bilateral filtering volumetric shadows using cube shadow mapsPLOS ONE10.1371/journal.pone.017841512:6(e0178415)Online publication date: 20-Jun-2017
    • (2017)Expressive Single Scattering for Light Shaft StylizationIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2016.255411423:7(1753-1766)Online publication date: 1-Jul-2017
    • (2017)Realistic Rendering Colored Light Shafts Using Light TextureRecent Trends in Information and Communication Technology10.1007/978-3-319-59427-9_38(353-360)Online publication date: 27-May-2017
    • (2016)Beyond hard shadowsProceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2856400.2856402(159-170)Online publication date: 27-Feb-2016
    • Show More Cited By

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