TU Darmstadt / ULB / TUbiblio

Fast rendering of arbitrary distributed volume densities

Sakas, Georgios (1990)
Fast rendering of arbitrary distributed volume densities.
Eurographics '90. European Computer Graphics Conference and Exhibition.
Konferenzveröffentlichung, Bibliographie

Kurzbeschreibung (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)

Typ des Eintrags: Konferenzveröffentlichung
Erschienen: 1990
Autor(en): Sakas, Georgios
Art des Eintrags: Bibliographie
Titel: Fast rendering of arbitrary distributed volume densities
Sprache: Englisch
Publikationsjahr: 1990
Verlag: North-Holland, Amsterdam
Veranstaltungstitel: Eurographics '90. European Computer Graphics Conference and Exhibition
Kurzbeschreibung (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)

Freie Schlagworte: Fractal clouds, Illumination models, Monte Carlo techniques, Rendering, Sampling, Solid texturing, Volume densities
Fachbereich(e)/-gebiet(e): nicht bekannt
20 Fachbereich Informatik
20 Fachbereich Informatik > Graphisch-Interaktive Systeme
Hinterlegungsdatum: 16 Apr 2018 09:10
Letzte Änderung: 16 Apr 2018 09:10
PPN:
Export:
Suche nach Titel in: TUfind oder in Google
Frage zum Eintrag Frage zum Eintrag

Optionen (nur für Redakteure)
Redaktionelle Details anzeigen Redaktionelle Details anzeigen