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Abstract: This paper presents a method of modeling and real-time rendering of the sky#br# illumination effects taking account of multiple scattering with atmospheric scattering based on#br# physical models. Firstly, with the sun and the sky as light sources, the model of the sky#br# illumination effects taking account of multiple scattering is built. Then a reasonable segmented#br# sampling strategy based on a variety of atmospheric particle densities is adopted to simplify the#br# integral of the sky color model to reduce the integral approximation calculation error. By#br# analyzing the simplified model, the pre-computed 2D texture and 3D texture for optical depth are#br# proposed to avoid a run-time calculation of optical depth. Finally, the algorithm is executed on the#br# fragment processor of GPU so that the sky illumination effects taking account of multiple#br# scattering are rendered with high frame rate for real-time applications.#br# Key words: multiple scattering; sky illumination; optical depth; pre-compute; real-time#br# rendering