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Fig 1.

Adaptive volumetric light architecture.

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Fig 2.

Ray march sampling and epipolar slice.

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Fig 3.

Rays from camera through the samples of the epipolar line.

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Fig 4.

1D depth map for detecting lit and showed ray sections.

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Fig 5.

Define view ray (which projected from the camera through the epipolar sample) by origin and orientation in shadow map space.

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Fig 6.

The binary tree for detecting visible vector.

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Fig 7.

3D texture for accumulating scattering coefficient and paticipating media density.

a) At slice i (from 0 to N-1), read the coefficients of in-scattering and transmittance. b) Add the above coefficient and transmittance to the accumulating texture. c) Write out the accumulated in-scattering and transmittance to another volumetric texture at the same position. d) Increase i and proceed back to Step a.

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Fig 8.

Atmospheric scattering.

(a)Atmospheric scattering off. (b)Atmospheric scattering on.

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Fig 9.

Atmospheric scattering and volumetric light.

(a) Atmospheric scattering effect near the horizon. (b) Volumetric light and terrain shadow.

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Fig 10.

Time of day.

(a)Atmospheric scattering effect during the day. (b)Atmospheric scattering effect in the evening.

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Fig 11.

A quality comparison with equal rendering time.

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Fig 12.

A speed comparison with equal quality.

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Fig 13.

An quality comparison by variable density of participating media with equal rendering time.

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Table 1.

Performance of the methods at various rendering stage in a single frame.

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Table 2.

FPS of methods with different resolutions.

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Table 3.

Numbers of samples supported by each method ah the same FPS.

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