This paper introduces an efficient two-pass rendering technique for translucent materials. We decouple the computation of irradiance at the surface from the evaluation of scatteri...
Scattering in participating media, such as fog or haze, generates volumetric lighting effects known as crepuscular or god rays. Rendering such effects greatly enhances the realism...
The accurate generation of soft shadows is a particularly computationally intensive task. In order to reduce rendering time, most real-time and offline applications decorrelate th...
Particle-based simulations are widely used to simulate fluids. We present a real-time rendering method for the results of particle-based simulations of water. Traditional approache...
We describe a new, analytic approximation to the airlight integral from scattering media whose density is modeled as a sum of Gaussians. The approximation supports real-time rende...
Kun Zhou, Qiming Hou, Minmin Gong, John Snyder, Ba...