Fig 1.
Adaptive volumetric light architecture.
Fig 2.
Ray march sampling and epipolar slice.
Fig 3.
Rays from camera through the samples of the epipolar line.
Fig 4.
1D depth map for detecting lit and showed ray sections.
Fig 5.
Define view ray (which projected from the camera through the epipolar sample) by origin and orientation in shadow map space.
Fig 6.
The binary tree for detecting visible vector.
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.
Fig 8.
(a)Atmospheric scattering off. (b)Atmospheric scattering on.
Fig 9.
Atmospheric scattering and volumetric light.
(a) Atmospheric scattering effect near the horizon. (b) Volumetric light and terrain shadow.
Fig 10.
(a)Atmospheric scattering effect during the day. (b)Atmospheric scattering effect in the evening.
Fig 11.
A quality comparison with equal rendering time.
Fig 12.
A speed comparison with equal quality.
Fig 13.
An quality comparison by variable density of participating media with equal rendering time.
Table 1.
Performance of the methods at various rendering stage in a single frame.
Table 2.
FPS of methods with different resolutions.
Table 3.
Numbers of samples supported by each method ah the same FPS.