TU Darmstadt / ULB / TUbiblio

Fast rendering of arbitrary distributed volume densities

Sakas, Georgios (1990):
Fast rendering of arbitrary distributed volume densities.
North-Holland, Amsterdam, In: Eurographics '90. European Computer Graphics Conference and Exhibition, pp. 519-530, [Conference or Workshop Item]

Abstract

In recent years a number of techniques have been developed for rendering volume effects (haze, fog, smoke,clouds,etc.).These techniques are either time consuming (ray-tracing, radiosity) or do not account for arbitrary density distributions. In this paper we briefly analyze the physics of illuminations of volumes and we propose several simplifications suitable for computer graphics practice. In particular, we present a method for rendering arbitrary distributions by means of projective polygonal rendering and solid texturing techniques in approximately the time needed for a usual polygonal object. The proposed method provides good results in a fraction of the computing time required for approaches like ray-tracing or radiosity. Solid texturing is used to define the density distribution and a point-sampling Monte-Carlo method with user-adjustable accuracy to evaluate the illumination model along the path through the volume. Thus, a trade-off between computing time and picture quality ex ists. With this technique one can move through or around the volume and to place objects and/or light sources in the volume. By means of rendering methods like shadowing polyhedra, objects can cast shadows on the volume and/or the volume can shadow the ground.(AGD)

Item Type: Conference or Workshop Item
Erschienen: 1990
Creators: Sakas, Georgios
Title: Fast rendering of arbitrary distributed volume densities
Language: English
Abstract:

In recent years a number of techniques have been developed for rendering volume effects (haze, fog, smoke,clouds,etc.).These techniques are either time consuming (ray-tracing, radiosity) or do not account for arbitrary density distributions. In this paper we briefly analyze the physics of illuminations of volumes and we propose several simplifications suitable for computer graphics practice. In particular, we present a method for rendering arbitrary distributions by means of projective polygonal rendering and solid texturing techniques in approximately the time needed for a usual polygonal object. The proposed method provides good results in a fraction of the computing time required for approaches like ray-tracing or radiosity. Solid texturing is used to define the density distribution and a point-sampling Monte-Carlo method with user-adjustable accuracy to evaluate the illumination model along the path through the volume. Thus, a trade-off between computing time and picture quality ex ists. With this technique one can move through or around the volume and to place objects and/or light sources in the volume. By means of rendering methods like shadowing polyhedra, objects can cast shadows on the volume and/or the volume can shadow the ground.(AGD)

Publisher: North-Holland, Amsterdam
Uncontrolled Keywords: Fractal clouds, Illumination models, Monte Carlo techniques, Rendering, Sampling, Solid texturing, Volume densities
Divisions: UNSPECIFIED
20 Department of Computer Science
20 Department of Computer Science > Interactive Graphics Systems
Event Title: Eurographics '90. European Computer Graphics Conference and Exhibition
Date Deposited: 16 Apr 2018 09:10
Export:
Suche nach Titel in: TUfind oder in Google
Send an inquiry Send an inquiry

Options (only for editors)

View Item View Item