This paper proposes a real-time method to compute multiple scattering in non-homogeneous participating media having general phase functions. The volume represented by a particle s...
Abstract: This paper surveys global illumination algorithms for environments including participating media and accounting for multiple scattering. The objective of this survey is t...
This paper introduces a new scalable technique for approximating indirect illumination in fully dynamic scenes for real-time applications, such as video games. We use lattices and...
The diffusion method is a good approximation inside the dense core of a cloud, but not at the more tenuous boundary regions. Also, it breaks down in regions where the density of s...
Nelson Max, Greg Schussman, Ryo Miyazaki, Kei Iwas...
This paper presents a more efficient way of computing single scattering effects in homogeneous participating media for real-time purposes than the currently popular ray-marching b...