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Rendering Particles in the Shafts of Light

Rendering Particles in the Shafts of Light. Presented by Taekyu Shin. Scattered (glows). Direct Transmission. Shaft of Light due to Light Scattering. Point Source. Viewer. Surface Point. Clear Day Foggy Day.

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Rendering Particles in the Shafts of Light

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  1. Rendering Particles in the Shafts of Light Presented by Taekyu Shin

  2. Scattered (glows) Direct Transmission Shaft of Light due to Light Scattering Point Source Viewer Surface Point Clear Day Foggy Day Clear Day Foggy Day

  3. Let’s see what we can improve here

  4. Do you see good attenuation? • Dobashi [2000] , Dobashi [2002] • Shaft of Light

  5. Should it be more naturally jittered? • Dobashi [2000] , Dobashi [2002] • Shaft of Light

  6. Another problem (Hoffman 2003) • Works only in far view points. • No consideration for dense aerosol. • No attenuation. Where are particles? • Close view point • challenging

  7. My Contribution • Good attenuation effect for shafts of light • Result : Later • No work for natural attenuation where each particle works as a luminaire. • Bo Sun’s Airlight model(Siggraph 2005) not suited for this. • Our Particle Radiance Method

  8. Overview – Ray marching

  9. Object Eye

  10. Object Eye

  11. Object Eye

  12. Sum( ) = Object Eye

  13. Object Eye

  14. =

  15. Why this method? • This is ‘Multiple Scattering’ • Dense fog exhibit strong multiple light scattering • Mark Harris [2001] • Can you call it multiple scattering? You are just computing lighting effect from one particle in the unit space. • ‘Just’ one? Most significant particle! (Proof?) • This model well suits our goal, too! • The particle effects.  See how particle-based.

  16. Hey, but you are still just using one sample?That is not going to work! • If based on a well-defined probability function Plausible Grundland [2005]

  17. Object Eye

  18. Why? • Well attenuated based on the distance. • And the distance is based on probability. • Random distance, still overally based on probability. • That probability represents the air we are breathing!

  19. Each particle as a luminaire again • The Sun is not the only light source. • Each particle becomes a light! Object Eye

  20. How do we make this model? • No over exaggeration of the luminaire intensity • Use the surface radiance model from Bo Sun[2005] • We modified the model to :

  21. ResultReal Picture(Left) My Method(Right)

  22. Limitation and Future Work • No Specularity

  23. Questions?

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