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GPU Ray Marching for Real-Time Rendering of Participating Media

机译:GPU Ray游行参与媒体的实时渲染

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This paper presents a GPU based ray marching algorithm for real-time rendering of participating media. We fire a ray at each pixel being shaded on the cube surface, and then we find an intersection between the ray and inner-volume recorded by a 3D texture, using both linear and binary searches. At this intersection, the ray marches through the volume to compute radiance by single scattering of light. This technique can render isotropic as well as anisotropic participating media at tens frames per second on graphics hardware without any preprocessing loads.
机译:本文介绍了一种基于GPU的参与媒体实时渲染的射线游行算法。我们在多维数据集表面上遮蔽的每个像素的光线射出光线,然后使用线性和二进制搜索在3D纹理记录的光线和内部体积之间找到交叉点。在这种交叉点,光线通过音量,通过单一散射光线来计算辐射。该技术可以在图形硬件上每秒呈现各向同性以及各向异性参与媒体,而没有任何预处理负载。

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