Real-time rendering of light-scattering media
AssigneeMicrosoft Corporation
InventorsKun Zhou, Zhong Ren, Stephen Ssu-te Lin, Baining Guo, Heung-Yeung Shum
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AssigneeMicrosoft Corporation
InventorsKun Zhou, Zhong Ren, Stephen Ssu-te Lin, Baining Guo, Heung-Yeung Shum
Estimating the term…
A real-time algorithm for rendering of an inhomogeneous scattering media such as smoke under dynamic low-frequency environment lighting is described. An input media animation is represented as a sequence of density fields, each of which is decompressed into a weighted sum of a set of radial basis functions (RBFs) and an optional residual field. Source radiances from single and optionally multiple scattering are directly computed at only the RBF centers and then approximated at other points in the volume using an RBF-based interpolation. Using the computed source radiances, a ray marching technique using slice-based integration of radiance along each viewing ray is performed to render the final image. During the ray marching process, the residual field may be compensated back into the radiance integral to generate images of higher detail.
A method for rendering inhomogeneous scattering medium, wherein the method is performed by a processor that executes acts comprising:
A method for rendering an inhomogeneous scattering medium, wherein the method is performed by a processor that executes acts comprising:
One or more memory having stored thereupon a plurality of instructions that, when executed by one or more processors, causes the processor(s) to:
Dependencies are inferred from the claim text.