Questions tagged [volumetric-scattering]

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Using Monte carlo on Rayleigh scattering

Update I am editing and posting this question in a different way; this time from the point of view of Nishita paper. Sunlight gets scattered at P and attenuated before reaching Pv. Therefore intensity reaching Pv coming from P can be obtained by…
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Full Monte-Carlo Volumetric Scattering

I would like to add full monte-carlo volumetric scattering to my path tracer, but I'm having a hard time researching how to do it. Let me explain what I would like to do: A ray enters a material, and we apply the BTDF, then after some distance, a…
RichieSams
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Volume Rendering (Path Tracing & Real-Time)

I have a few doubts and questions regarding volume rendering, I was hoping someone here could help me understand. I commonly hear the terms 'Ray-Marching' & 'Volume Rendering' being used together when it comes to rendering fog or any other…
Arjan Singh
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Volumetric integration in Frostbite

In their presentation at SIGGRAPH 2015 Electronic Arts presented method of volumetric rendering using 3D texture aligned with view frustum. This technique needs two steps: Injection of color and density into 3D texture, Integration along Z axis of…
narthex
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(Lorenz-)Mie phase function instead of Henyey-Greenstein?

Is it practical to implement the Lorenz-Mie(LM) phase function in a renderer ? $p(\cos\theta)=\frac{|S_1(\theta)|^2+|S_2(\theta)|^2}{4\pi\sum_{n=1}^\infty (2n+1)(|a_n|^2+|b_n|^2)}$ I'll spare you the details but: $S_1(\theta), S_2(\theta), a_n, b_n$…
JSBach49
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Volume Rendering: Implementation

Can somebody explain how to implement volume rendering and scattering? I've been told that this is the easiest and most effective method to render things like smoke, milk and fog. Scratchapixel has a great article about it here but the lesson on…
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GLSL Debugging Volumetric light

I'm implementing basic volumetric lighting using deferred shading (gbuffer + render to screen quad) and basic shadow mapping. So, I am sending the position texture and shadow map to a separate shader, applying ray-marching for every position and…
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Error in equation 2.1. in Ray Tracing Volume Densities

I am reading through Kajiya - Ray Tracing Volume Densities paper. And I've already got stuck into section 2. I wonder if there's a mistake in that equation. I'll quote the relevant bit The quantity to be calculated in a scattering problem is the…
user8469759
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