Splatting with Shadows

In this paper we describe an efficient approach to add shadows to volumetric scenes. The light emitted by the lightsource is properly attenuated by the intervening volumetric structures before it is reflected towards the eye. Both parallel and perspective lightsources can be efficiently and accurately modeled.We use a two-stage splatting approach. In the first stage, a light volume is constructed in O(N3) time, which is about the same time it takes to render a regular image. This light volume stores the volumetric attenuated light arriving at each grid voxel and only needs to be recomputed if the light source is moved. If only diffuse shading is required, then the contribution of any number of lightsources can be stored in the same space. The second stage is formed by the usual rendering pipeline. The only difference is that the light contributions are interpolated from the light volume, instead of using the constant light source intensity. Once the light volume is computed, the actual rendering is only marginally more expensive than in the unshadowed case. The rendered images, however, convey three-dimensional relationships much better and look considerably more realistic, which is clearly needed if volume graphics is to become a mainstream technology.

[1]  Ralf Ratering,et al.  Adding Shadows to a Texture-Based Volume Renderer , 1998, VVS.

[2]  Tomoyuki Nishita,et al.  Continuous tone representation of three-dimensional objects taking account of shadows and interreflection , 1985, SIGGRAPH '85.

[3]  M. Levoy,et al.  Fast volume rendering using a shear-warp factorization of the viewing transformation , 1994, SIGGRAPH.

[4]  James F. Blinn,et al.  Me and My (Fake) Shadow , 1988 .

[5]  Kazufumi Kaneda,et al.  A simple, efficient method for realistic animation of clouds , 2000, SIGGRAPH.

[6]  Franklin C. Crow,et al.  Shadow algorithms for computer graphics , 1977, SIGGRAPH.

[7]  Pierre Poulin,et al.  A survey of shadow algorithms , 1990, IEEE Computer Graphics and Applications.

[8]  Lee Westover,et al.  Footprint evaluation for volume rendering , 1990, SIGGRAPH.

[9]  Lee Westover,et al.  Splatting: a parallel, feed-forward volume rendering algorithm , 1991 .

[10]  G. Wyvill,et al.  Ray-tracing soft objects , 1990 .

[11]  Turner Whitted,et al.  An improved illumination model for shaded display , 1979, CACM.

[12]  Jian Huang,et al.  Optimized Software Splatting Using FastSplats on Rectilinear Grid , 2000 .

[13]  Nelson L. Max,et al.  Optical Models for Direct Volume Rendering , 1995, IEEE Trans. Vis. Comput. Graph..

[14]  William E. Lorensen,et al.  Marching cubes: A high resolution 3D surface construction algorithm , 1987, SIGGRAPH.

[15]  Klaus Mueller,et al.  An anti-aliasing technique for splatting , 1997 .

[16]  Kenneth E. Torrance,et al.  The zonal method for calculating light intensities in the presence of a participating medium , 1987, SIGGRAPH.

[17]  Klaus Mueller,et al.  A practical evaluation of popular volume rendering algorithms , 2000, VVS '00.

[18]  Jian Huang,et al.  High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels , 1999, IEEE Trans. Vis. Comput. Graph..

[19]  Marc Levoy,et al.  Efficient ray tracing of volume data , 1990, TOGS.

[20]  François X. Sillion,et al.  Fast calculation of soft shadow textures using convolution , 1998, SIGGRAPH.

[21]  Klaus Mueller,et al.  Eliminating popping artifacts in sheet buffer-based splatting , 1998, Proceedings Visualization '98 (Cat. No.98CB36276).

[22]  Brian Cabral,et al.  Accelerated volume rendering and tomographic reconstruction using texture mapping hardware , 1994, VVS '94.

[23]  Thomas Ertl,et al.  Computer Graphics - Principles and Practice, 3rd Edition , 2014 .

[24]  M. Carter Computer graphics: Principles and practice , 1997 .

[25]  Lance Williams,et al.  Casting curved shadows on curved surfaces , 1978, SIGGRAPH.

[26]  Klaus Mueller,et al.  Volumetric backprojection , 2000, VVS '00.

[27]  Klaus Mueller,et al.  Splatting without the blur , 1999, Proceedings Visualization '99 (Cat. No.99CB37067).

[28]  Heang K. Tuy,et al.  Direct 2-D display of 3-D objects , 1984, IEEE Computer Graphics and Applications.

[29]  Klaus Mueller,et al.  Splatting Errors and Antialiasing , 1998, IEEE Trans. Vis. Comput. Graph..

[30]  Jian Huang,et al.  FastSplats: optimized splatting on rectilinear grids , 2000, IEEE Visualization.

[31]  Arie E. Kaufman,et al.  Volumetric ray tracing , 1994, VVS '94.

[32]  NishitaTomoyuki,et al.  Continuous tone representation of three-dimensional objects taking account of shadows and interreflection , 1985 .