An Approach to Point Based Approximate Color Bleeding with Volumes

  • Christopher J. Gibson
  • Zoë J. Wood
Part of the Lecture Notes in Computer Science book series (LNCS, volume 6938)


Achieving realistic or believable global illumination in scenes with participating media is expensive. Light interacts with the particles of a volume, creating complex radiance patterns. This paper introduces an explicit extension to the commonly used point-based color bleeding technique which allows fast, believable in- and out-scattering effects building on existing data structures and paradigms. The proposed method achieves results comparable to that of existing Monte Carlo integration methods, that is realistic looking renders of scenes which include volume data elements, obtaining render speeds between 10 and 36 times faster while keeping memory overhead under 5%.


Point Cloud Phase Function None None Global Illumination Memory Overhead 
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Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

  • Christopher J. Gibson
    • 1
  • Zoë J. Wood
    • 1
  1. 1.California Polytechnic State UniversityUSA

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