Stochastic Light Culling for Single Scattering in Participating Media

dc.contributor.authorFujieda, Shinen_US
dc.contributor.authorTokuyoshi, Yusukeen_US
dc.contributor.authorHarada, Takahiroen_US
dc.contributor.editorPelechano, Nuriaen_US
dc.contributor.editorVanderhaeghe, Daviden_US
dc.date.accessioned2022-04-22T08:16:10Z
dc.date.available2022-04-22T08:16:10Z
dc.date.issued2022
dc.description.abstractWe introduce a simple but efficient method to compute single scattering from point and arbitrarily shaped area light sources in participating media. Our method extends the stochastic light culling method to volume rendering by considering the intersection of a ray and spherical bounds of light influence ranges. For primary rays, this allows simple computation of the lighting in participating media without hierarchical data structures such as a light tree. First, we show how to combine equiangular sampling with the proposed light culling method in a simple case of point lights. We then apply it to arbitrarily shaped area lights by considering virtual point lights on the surface of area lights. Using our method, we are able to improve the rendering quality for scenes with many lights without tree construction and traversal.en_US
dc.description.sectionheadersRendering and Illumination
dc.description.seriesinformationEurographics 2022 - Short Papers
dc.identifier.doi10.2312/egs.20221023
dc.identifier.isbn978-3-03868-169-4
dc.identifier.issn1017-4656
dc.identifier.pages21-24
dc.identifier.pages4 pages
dc.identifier.urihttps://doi.org/10.2312/egs.20221023
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/egs20221023
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.subjectCCS Concepts: Computing methodologies --> Rendering
dc.subjectComputing methodologies
dc.subjectRendering
dc.titleStochastic Light Culling for Single Scattering in Participating Mediaen_US
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