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Modeling and Real-time Rendering of Sky Illumination Effects Taking Account of Multiple Scattering

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   

  • Online:2015-04-30 Published:2015-03-30

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

Key words: multiple scattering, sky illumination, optical depth, pre-compute, real-time
rendering