Real-time volumetric lighting using polygonal light volume

  • D. L. Wang*
  • , S. Li
  • , L. P. Yang
  • , A. M. Hao
  • *Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

In this paper, we present a novel method to simulate single scattering in homogeneous participating media, which can greatly enhance the immersion of environment simulation. We construct a light volume with a polygonal mesh based on shadow map to restrict the ray-marching segments, place samples at discontinuities along the epipolar lines of the final image to speed up the ray-marching process, and add support for textured light. Our method is implemented on GPUs, and can render a complex scene with participating media in real time.

Original languageEnglish
Title of host publicationProceedings - 2014 International Conference on Information Science, Electronics and Electrical Engineering, ISEEE 2014
EditorsXiaohong Jiang, Shaozi Li, Ying Dai, Yun Cheng
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages619-625
Number of pages7
ISBN (Electronic)9781479931965
DOIs
StatePublished - 5 Nov 2014
Event2014 International Conference on Information Science, Electronics and Electrical Engineering, ISEEE 2014 - Sapporo City, Hokkaido, Japan
Duration: 26 Apr 201428 Apr 2014

Publication series

NameProceedings - 2014 International Conference on Information Science, Electronics and Electrical Engineering, ISEEE 2014
Volume1

Conference

Conference2014 International Conference on Information Science, Electronics and Electrical Engineering, ISEEE 2014
Country/TerritoryJapan
CitySapporo City, Hokkaido
Period26/04/1428/04/14

Keywords

  • polygonal mesh
  • single scattering
  • textured light
  • volumetric lighting

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