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Interactive multiple anisotropic scattering in clouds

Published: 15 February 2008 Publication History

Abstract

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 plane-parallel 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.

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cover image ACM Conferences
I3D '08: Proceedings of the 2008 symposium on Interactive 3D graphics and games
February 2008
219 pages
ISBN:9781595939838
DOI:10.1145/1342250
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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Published: 15 February 2008

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I3D08: Symposium on Interactive 3D Graphics and Games
February 15 - 17, 2008
California, Redwood City

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Overall Acceptance Rate 148 of 485 submissions, 31%

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Cited By

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  • (2024)Whole sky image synthesis for annotated machine learning datasetsSynthetic Data for Artificial Intelligence and Machine Learning: Tools, Techniques, and Applications II10.1117/12.3011890(11)Online publication date: 7-Jun-2024
  • (2024)Visualization Algorithms for Rendering of Volumetric Clouds2024 7th International Conference on Information Technologies in Engineering Education (Inforino)10.1109/Inforino60363.2024.10551956(1-4)Online publication date: 16-Apr-2024
  • (2023)Optimization Methods for Real-time Volumetric Cloud Simulation2023 3rd International Conference on Consumer Electronics and Computer Engineering (ICCECE)10.1109/ICCECE58074.2023.10135300(31-35)Online publication date: 6-Jan-2023
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