Real-Time Rendering of Light Shafts on GPU

  • Shuyi Chen
  • Sheng Li
  • Guoping Wang
Part of the Lecture Notes in Computer Science book series (LNCS, volume 4291)


In the past, it is difficult to simulate light shafts effect in real-time. One major reason is the high computational expense to perform the physically-accurate computation of atmosphere scattering. Another is due to the limitation of computer resource, especially lack of power and programmability in the graphic hardware. Recently, with the advent of more powerful graphic card in standard PC platform and the development of programmable stages in the graphic pipeline, a lot of computational expensive algorithms are made available in modern commercial games. In this paper, we propose a novel method of rendering light shafts with atmospheric scattering based on actual physical phenomena. The proposed method utilizes hardware frame buffer object and a mesh refinement pattern to achieve photorealistic effect at high frame rate.


Versus Versus Versus Graphic Hardware Point Light Source Virtual Plane Graphic Memory 


Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.


  1. 1.
    Nishita, T., Miyawaki, Y., Nakamae, E.: A Shading Model for Atmospheric Scattering Con-sidering Distribution of Light Sources. Computer Graphics 21(4), 303–310 (1987)CrossRefGoogle Scholar
  2. 2.
    Klassen, R.V.: Modeling the Effect of the Atmosphere on Light. ACM Transactions on Graphics 6(3), 215–237 (1987)CrossRefGoogle Scholar
  3. 3.
    Kaneda, K., Okamoto, T., Nakame, E., Nishita, T.: Photorealistic image synthesis for outdoor scenery under various atmospheric conditions. The Visual Computer 7, 5 and 6, 247–258 (1991)Google Scholar
  4. 4.
    Dobashi, Y., Yamamoto, T., Nishita, T.: Interactive rendering method for displaying shafts of light. In: Pacific Graphics (2000)Google Scholar
  5. 5.
    Dobashi, Y., Yamamoto, T., Nishita, T.: Interactive rendering of atmospheric scattering effects using graphics hardware. In: Proceedings of the conference on Graphics hardware (2002)Google Scholar
  6. 6.
    Preetham, A., Shirley, P., Smits, B.: A Practical Analytic Model for Daylight. In: Proc. SIGGRAPH 1999, pp. 91–199 (1999)Google Scholar
  7. 7.
    Rayleigh, L.: On the scattering of light by small particles. Philosophical Magazine 41, 447–451 (1871)Google Scholar
  8. 8.
    Liou, K.N.: An Introduction to Atmospheric Radiation. International Geophysics, vol. 84. Academic press, London (2002)CrossRefGoogle Scholar
  9. 9.
    Nishita, T., Dobashi, Y., Kaneda, K., Yamashita, H.: Display method of the sky color taking into account multiple scattering. In: Pacific Graphics, pp. 117–132 (1996)Google Scholar
  10. 10.
    Boubekeur, T., Schlick, C.: Generic Mesh Refinement on GPU. In: Proceedings of ACM SIGGRAPH/Eurographics Graphics Hardware (2005)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2006

Authors and Affiliations

  • Shuyi Chen
    • 1
  • Sheng Li
    • 1
  • Guoping Wang
    • 1
  1. 1.Lab. of HCI & Multimedia, School of Electronics Engineering and Computer SciencePeking UniversityChina

Personalised recommendations