A Rendering Algorithm for Discrete Volume Density Objects

dc.contributor.authorBlasi, Philippeen_US
dc.contributor.authorLe Saec, Bertranden_US
dc.contributor.authorSchlick, Christopheen_US
dc.date.accessioned2014-10-21T07:25:36Z
dc.date.available2014-10-21T07:25:36Z
dc.date.issued1993en_US
dc.description.abstractWe present a new algorithm for simulating the effect of light travelling through volume objects. Such objects (haze, fog, clouds.) are usually modelized by voxel grids which define their density distribution in a discrete tridimensional space. The method we propose is a two-pass Monte-Carlo ray-tracing algorithm that does not make any restrictive assumptions neither about the characteristics of the objects (both arbitrary density distributions and phase functions are allowed) nor about the physical phenomena included in the rendering process (multiple scattering is accounted for). The driving idea of the algorithm is to use the phase function for Monte-Carlo sampling, in order to modify the direction of the ray during scattering.en_US
dc.description.number3en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume12en_US
dc.identifier.doi10.1111/1467-8659.1230201en_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages201-210en_US
dc.identifier.urihttps://doi.org/10.1111/1467-8659.1230201en_US
dc.publisherBlackwell Science Ltd and the Eurographics Associationen_US
dc.titleA Rendering Algorithm for Discrete Volume Density Objectsen_US
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