A practical analytic single scattering model for real time rendering

We consider real-time rendering of scenes in participating media, capturing the effects of light scattering in fog, mist and haze. While a number of sophisticated approaches based on Monte Carlo and finite element simulation have been developed, those methods do not work at interactive rates. The most common real-time methods are essentially simple variants of the OpenGL fog model. While easy to use and specify, that model excludes many important qualitative effects like glows around light sources, the impact of volumetric scattering on the appearance of surfaces such as the diffusing of glossy highlights, and the appearance under complex lighting such as environment maps. In this paper, we present an alternative physically based approach that captures these effects while maintaining real time performance and the ease-of-use of the OpenGL fog model. Our method is based on an explicit analytic integration of the single scattering light transport equations for an isotropic point light source in a homogeneous participating medium. We can implement the model in modern programmable graphics hardware using a few small numerical lookup tables stored as texture maps. Our model can also be easily adapted to generate the appearances of materials with arbitrary BRDFs, environment map lighting, and precomputed radiance transfer methods, in the presence of participating media. Hence, our techniques can be widely used in real-time rendering.

[1]  James F. Blinn,et al.  Light reflection functions for simulation of clouds and dusty surfaces , 1982, SIGGRAPH.

[2]  James T. Kajiya,et al.  Ray tracing volume densities , 1984, SIGGRAPH.

[3]  Nelson L. Max,et al.  Atmospheric illumination and shadows , 1986, SIGGRAPH.

[4]  Tomoyuki Nishita,et al.  A shading model for atmospheric scattering considering luminous intensity distribution of light sources , 1987, SIGGRAPH.

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

[6]  Georgios Sakas,et al.  Fast Rendering of Arbitrary Distributed Volume Densities , 1990, Eurographics.

[7]  Takashi Okamoto,et al.  A lighting model aiming at drive simulators , 1990, SIGGRAPH.

[8]  Sumanta N. Pattanaik,et al.  Computation of global illumination in a participating medium by monte carlo simulation , 1993, Comput. Animat. Virtual Worlds.

[9]  Pat Hanrahan,et al.  Reflection from layered surfaces due to subsurface scattering , 1993, SIGGRAPH.

[10]  Jos Stam,et al.  Multiple Scattering as a Diffusion Process , 1995, Rendering Techniques.

[11]  N. Max Efficient light propagation for multiple anisotropic volume scattering , 1995 .

[12]  Peter Shirley,et al.  A practical analytic model for daylight , 1999, SIGGRAPH.

[13]  Peter Shirley,et al.  An Anisotropic Phong BRDF Model , 2000, J. Graphics, GPU, & Game Tools.

[14]  Pat Hanrahan,et al.  A signal-processing framework for inverse rendering , 2001, SIGGRAPH.

[15]  H. Jensen Realistic Image Synthesis Using Photon Mapping , 2001 .

[16]  Steve Marschner,et al.  A practical model for subsurface light transport , 2001, SIGGRAPH.

[17]  Anselmo Lastra,et al.  Real‐Time Cloud Rendering , 2001, Comput. Graph. Forum.

[18]  Jan Kautz,et al.  Precomputed radiance transfer for real-time rendering in dynamic, low-frequency lighting environments , 2002 .

[19]  Pat Hanrahan,et al.  Frequency space environment map rendering , 2002, SIGGRAPH.

[20]  Yoshinori Dobashi,et al.  Interactive rendering of atmospheric scattering effects using graphics hardware , 2002, HWWS '02.

[21]  Shree K. Nayar,et al.  Shedding light on the weather , 2003, 2003 IEEE Computer Society Conference on Computer Vision and Pattern Recognition, 2003. Proceedings..

[22]  Wojciech Matusik,et al.  A data-driven reflectance model , 2003, ACM Trans. Graph..

[23]  Naty Hoffman,et al.  Real-time light-atmosphere interactions for outdoor scenes , 2003 .

[24]  Ronen Basri,et al.  Lambertian Reflectance and Linear Subspaces , 2003, IEEE Trans. Pattern Anal. Mach. Intell..

[25]  David S. Ebert,et al.  Efficient Rendering of Atmospheric Phenomena , 2004, Rendering Techniques.

[26]  Shree K. Nayar,et al.  Practical Rendering of Multiple Scattering Effects in Participating Media , 2004, Rendering Techniques.

[27]  Rui Wang,et al.  Eurographics Symposium on Rendering (2004) All-frequency Relighting of Non-diffuse Objects Using Separable Brdf Approximation , 2022 .

[28]  Shree K. Nayar,et al.  Vision and the Atmosphere , 2002, International Journal of Computer Vision.

[29]  Harry Shum,et al.  Eurographics Symposium on Rendering (2004) All-frequency Precomputed Radiance Transfer for Glossy Objects , 2022 .