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Real Time Volume Graphics实时体积图形
REAL-TIME VOLUME GRAPHICS Christof Rezk Salama Computer Graphics and Multimedia Group, University of Siegen, Germany Eurographics 2006 Real-Time Volume Graphics[07] Global Volume Illumination Why Global Illumination Local illumination might sufficient for many application areas in scientific visualization (e.g medicine) Not sufficient for visual arts/photorealism! Appearance of many common objects is dominated by scattering effects Smoke, clouds Wax, skin, translucent materials Surface vs Volume Illumination Surface Lighting Light transport in vacuum Lighting calculation is performed at surface points Reflectivity from BRDF Volume Lighting Light transport in participating medium Lighing Calculation atevery point Scattering from phase function The incoming radiance , at a point from direction will partially be reflectedinto direction Surface Illumination To obtain the radiance at , we must account for all possibleincoming directions: Phase Functions For surfaces, the BRDF describes the probability of light being reflected from one direction on the hemisphere into another direction . For volumes, the phase function describes the probability of light being scattered from direction into direction in-scattering Decrease true absorption out-scattering Increase true emission Physical Model of Radiative Transfer Scattering In-scattering Volume Rendering Equation: Phase function Out-scattering coefficient Incomingradiance Single scattering, no attenuation. Light reaches every point unimpededly Light is scattered once before it reaches the eye Not physically plausible Single scattering with attenuation. Light is attenuated along ist way through the volume (Volumetric shadows) Light is scattered once before it reaches the eye Volume Illumination Up until now: External light is not attenuated Now: Attenuation of light as it travels through the volume Shadows Maps For Surfaces: Shadow Maps For Volume Rendering: Update ima
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