Advertisement

Global Illumination Techniques for the Simulation of Participating Media

  • Frederic Pérez
  • Xavier Pueyo
  • François X. Sillion
Part of the Eurographics book series (EUROGRAPH)

Abstract

This paper surveys global illumination algorithms for environments including participating media and accounting for multiple scattering. The objective of this survey is the characterization of those methods: Identification of their base techniques, their assumptions, limitations and range of utilization. To this end, the algorithms are grouped into functional categories and each method is briefly reviewed, with a discussion of its complexity and its pros and cons. We finish by discussing some applications as well as remaining areas for investigation.

Keywords

Form Factor Phase Function Multiple Scattering Zonal Method Discrete Ordinate 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    D. Arquès and S. Michelin. Proximity Radiosity: Exploiting Coherence to Accelerate Form Factor Computations. 6th EG Workshop on Rendering, pp. 144–153, June 1996.Google Scholar
  2. 2.
    N. Bhate. Application of Rapid Hierarchical Radiosity to Participating Media. Proc. of ATARV93: Advanced Techniques in Animation, Rendering and Visualization, pp. 43–53, July 1993.Google Scholar
  3. 3.
    N. Bhate and A. Tokuta. Photorealistic Volume Rendering of Media with Directional Scattering. 3rd EG Workshop on Rendering, pp. 227–245, Bristol, UK, May 1992.Google Scholar
  4. 4.
    P. Blasi, B. LeSaëc and C. Schlick. A Rendering Algorithm for Discrete Volume Density Objects. Computer Graphics Forum, 12(3):201–210, September 1993.CrossRefGoogle Scholar
  5. 5.
    P. Blasi, B. LeSaëc and C. Schlick. An Importance Driven Monte-Carlo Solution to the Global Illumination Problem. 5th EG Workshop on Rendering, pp. 173–183, June 1994.Google Scholar
  6. 6.
    P.H. Christensen. Hierarchical Techniques for Glossy Global Illumination. PhD thesis, Department of Computer Science and Engineering, University of Washington, 1995.Google Scholar
  7. 7.
    P. Hanrahan, D. Salzman and L. Aupperle. A Rapid Hierarchical Radiosity Algorithm. Computer Graphics, 25(4):197–206, July 1991.CrossRefGoogle Scholar
  8. 8.
    J.T. Kajiya and B.P. Von Herzen. Ray Tracing Volume Densities. Computer Graphics, 18(3):165–174, July 1984.CrossRefGoogle Scholar
  9. 9.
    E.P. Lafortune and Y. Willems. Rendering Participating Media with Bidirectional Path Tracing. 6th EG Workshop on Rendering, pp. 92–101, June 1996.Google Scholar
  10. 10.
    E. Languénou, K. Bouatouch and M. Chelle. Global Illumination in Presence of Participating Media with General Properties. 5th EG Workshop on Rendering, pp. 69–85, June 1994.Google Scholar
  11. 11.
    N.L. Max. Efficient Light Propagation for Multiple Anisotropic Volume Scattering. 5th EG Workshop on Rendering, pp. 87–104, June 1994.Google Scholar
  12. 12.
    T. Nishita, Y. Dobashi and E. Nakamae. Display of Clouds Taking Into Account Multiple Anisotropic Scattering and Skylight. Computer Graphics Proceedings, Annual Conference Series: SIGGRAPH ‘86, pp. 379–386, 1996.Google Scholar
  13. 13.
    C. Patmore. Simulated Multiple Scattering for Cloud Rendering. In Graphics, Design and Visualization, pp. 59–70, North-Holland, Amsterdam, The Netherlands, 1993.Google Scholar
  14. 14.
    S.N. Pattanaik and S.P. Mudur. Computation of Global Illumination in a Participating Medium by Monte Carlo Simulation. The Journal of Vis. and Comp. Animation, 4(3):133–152, 1993.CrossRefGoogle Scholar
  15. 15.
    H. Rushmeier. Rendering Participating Media: Problems and Solutions from Application Areas. 5th EG Workshop on Rendering, pp. 35–56, June 1994.Google Scholar
  16. 16.
    H.E. Rushmeier and E. Torrance. The Zonal Method For Calculating Light Intensities in the Presence of a Participating Medium. Computer Graphics, 21(4):293–302, July 1987.CrossRefGoogle Scholar
  17. 17.
    R. Siegel and J.R. Howell. Thermal Radiation Heat Transfer, 3rd ed. Hemisphere Publishing, Washington, 1992.Google Scholar
  18. 18.
    F.X. Sillion. A Unified Hierarchical Algorithm for Global Illumination with Scattering Volumes and Object Clusters. IEEE Trans. on Vis. and Comp. Graphics, 1(3):240–254, Sept. 1995.CrossRefGoogle Scholar
  19. 19.
    L.M. Sobierajski. Global Illumination Models for Volume Rendering. Chapter 5: Volumetric Radiosity, pp. 57–83, PhD Thesis, 1994.Google Scholar
  20. 20.
    J. Stam. Multiple Scattering as a Diffusion Process. 6th EG Workshop on Rendering, Dublin, Ireland, 1995, pp. 41–50.Google Scholar
  21. 21.
    J. Stam. Multi-Scale Stochastic Modelling of Complex Natural Phenomena. PhD Thesis, Dept. of Computer Science, University of Toronto, 1995.Google Scholar
  22. 22.
    E. Veach and L. Guibas. Optimally Combining Sampling Techniques for Monte Carlo Rendering. Computer Graphics Proc., Annual Conf. Series: SIGGRAPH ‘85, pp. 419–428, 1995.Google Scholar

Copyright information

© Springer-Verlag/Wien 1997

Authors and Affiliations

  • Frederic Pérez
    • 1
    • 2
  • Xavier Pueyo
    • 1
  • François X. Sillion
    • 2
  1. 1.GGG/IIiA-UdGGironaSpain
  2. 2.iMAGIS/GRAVIR-INRIACNRS/INRIA/INPG/UJFGrenoble Cedex 9France

Personalised recommendations