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The interaction between light and participating media involves
complex physical phenomena such as light absorption and scattering.
The radiance transmitted through a medium then depends on
the variations of scattering and extinction along potentially complex
light paths, yielding soft light shafts and shadowing (Figure 1).
Computing light scattering in these media usually requires complex
offline computations [Cerezo et al. 2005]. Some real-time applications
are based on heavy precomputations [Zhou et al. 2008].
Some others introduce restrictions such as approximate diffusion
schemes, or specific volume representations.
In particular, [Jansen and Bavoil 2010] extend the concept of deep
shadow maps [Lokovic and Veach 2000] by representing the variations
of opacity within the medium in Fourier space: each pixel
of the Fourier Opacity Map stores a set of projection coefficients.
Opacity variations are then unprojected from the coefficients to
evaluate the overall opacity of the medium for each visible particle.
This technique is highly effective, and the map is built by accumulating
the contributions of each particle independently using
alpha blending. However, this method only represents an opacity
information and cannot account for actual light scattering.
This limitation is raised in [Delalandre et al. 2011]: instead of
representing opacities, each pixel of the Transmittance Function
Map (TFM) stores a Fourier transform of the medium transmittance
along light rays. Single scattering is then estimated in a ray marching
process, in which the light reduced intensity is deduced from
the transmittance values. While providing accurate results and realtime
performance, the evaluation of the medium transmittance at
a point requires the knowledge of the overall extinction along the
entire light path. The generation of the map then requires a ray
marching through the participating medium. This technique is then
usable only for voxelized media, overlooking other representations
such as the dynamic particle clouds massively used in video games.
Extinction Transmittance Maps:
We introduce Extinction Transmittance Maps (ETM), a technique
combining the advantages of both Fourier Opacity Maps and Transmittance
Function Maps while avoiding their respective drawbacks.
As for [Jansen and Bavoil 2010] and [Delalandre et al. 2011], our
method borrows from the principle of shadow mapping where a virtual
camera is oriented towards the medium from the location of the
light source. This camera is used to create the Extinction Transmittance
Map, into which the contents of the medium are rendered to
build a set of Fourier coefficients representing the local variations
of the extinction parameters (Figure 2). To generate the final image
we reformulate the transmittance function to evaluate the contribution
of each visible volume sample directly from the ETM. |
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