Postprint version. Published in Advances in Visual Computing. Lecture Notes in Computer Science, Volume 6938, January 1, 2011, pages 441-450.
The definitive version is available at https://doi.org/10.1007/978-3-642-24028-7_41.
Achieving realistic or believable global illumination in scenes with participating media is expensive. Light interacts with the particles of a volume, creating complex radiance patterns. This paper introduces an explicit extension to the commonly used point-based color bleeding technique which allows fast, believable in- and out-scattering effects building on existing data structures and paradigms. The proposed method achieves results comparable to that of existing Monte Carlo integration methods, that is realistic looking renders of scenes which include volume data elements, obtaining render speeds between 10 and 36 times faster while keeping memory overhead under 5%.
Presented at the 7th International Symposium on Visual Computing: Las Vegas, NV, September 26, 2011.