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)

Abstract

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%.

Keywords

Point Cloud Phase Function None None Global Illumination Memory Overhead 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Christensen, P.H.: Point-based approximate color bleeding (2008)Google Scholar
  2. 2.
    Robert, L., Cook, T.P., Carpenter, L.: Distributed ray tracing. In: Proceedings of the 11th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1984, pp. 165–174. ACM, New York (1984)Google Scholar
  3. 3.
    Matt Pharr, G.H.: Physically Based Rendering: From Theory to Implementation, 2nd edn. Morgan Kaufmann, San Francisco (2010)Google Scholar
  4. 4.
    Cerezo, E., Perez, F., Pueyo, X., Seron, F.J., Sillion, F.X.: A survey on participating media rendering techniques, vol. 21, pp. 303–328 (2005)Google Scholar
  5. 5.
    Jensen, H.W.: Realistic Image Synthesis Using Photon Mapping. A.K. Peters, Ltd., Natick (2009)Google Scholar
  6. 6.
    Dorsey, J.: Radiosity and global illumination. The Visual Computer 11, 397–398 (1995), doi:10.1007/BF01909880CrossRefGoogle Scholar
  7. 7.
    Christensen, P.H.: Point-based global illumination for movie production. In: SIGGRAPH 2010 (2010)Google Scholar
  8. 8.
    Jensen, H.W., Christensen, P.H.: Effcient simulation of light transport in scenes with participating media using photon maps. In: Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1998, pp. 311–320. ACM, New York (1998)CrossRefGoogle Scholar
  9. 9.
    Levoy, M.: Display of surfaces from volume data (1988)Google Scholar
  10. 10.
    Kajiya, J.T., Herzen, B.P.V.: Ray tracing volume densities (1984)Google Scholar
  11. 11.
    Westermann, R.: A multiresolution framework for volume rendering. In: Symposium on Volume Visualization, pp. 51–58. ACM Press, New York (1994)Google Scholar
  12. 12.
    Levoy, M.: Effcient ray tracing of volume data. ACM Transactions on Graphics 9, 245–261 (1990)CrossRefMATHGoogle Scholar
  13. 13.
    Guthe, S., Strasser, W.: Advanced techniques for high-quality multi-resolution volume rendering, vol. 28, pp. 51–58 (2004)Google Scholar
  14. 14.
    Tabellion, E., Lamorlette, A.: An approximate global illumination system for computer generated films, vol. 23, pp. 469–476 (2004)Google Scholar
  15. 15.
    Wrenninge, M., Bin Zafar, N.: Volumetric methods in visual effects (2010)Google Scholar
  16. 16.
    Gibson, C., Wood, Z.: Point based color bleeding with volumes. Technical report, California Polytechnic State University (2011), http://digitalcommons.calpoly.edu/theses/533

Copyright information

© Springer-Verlag Berlin Heidelberg 2011

Authors and Affiliations

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

Personalised recommendations