Interactive Volumetric Lighting Simulating Scattering and Shadowing

Timo Ropinski, Christian Döring, Christof Rezk Salama
IEEE Pacific Visualization, page 169--176 - 2010
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In this paper we present a volumetric lighting model, which simulates scattering as well as shadowing in order to generate high quality volume renderings at interactive frame rates. By approximating light transport in inhomogeneous participating media, we are able to come up with an efficient GPU implementation, which allows the simulation of scattering and shadowing at interactive frame rates. Moreover, in many cases the frame rates are even higher as those achieved with conventional gradient-based shading. To evaluate the impact of the proposed illumination model on the spatial comprehension of volumetric objects, we have conducted a user study, in which the participants had to perform depth perception tasks. The results of this study show, that depth perception is significantly improved when comparing our illumination model to conventional gradient-based volume shading. Additionally, since our volumetric illumination model is not based on gradient calculation, it is also less sensitive to noise and therefore also applicable to imaging modalities incorporating a higher degree of noise, as for instance magnet resonance tomography or 3D ultrasound.

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BibTex references

  author       = {Ropinski, Timo and D{\"o}ring, Christian and Rezk Salama, Christof},
  title        = {{Interactive Volumetric Lighting Simulating Scattering and Shadowing}},
  booktitle    = {IEEE Pacific Visualization},
  pages        = {169--176},
  year         = {2010}

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