{"id":{"repo_id":"calpoly","oai_identifier":"oai:digitalcommons.calpoly.edu:theses-1564"},"canonical_url":"https://search.dev.ndltd.org/etd/calpoly/oai:digitalcommons.calpoly.edu:theses-1564","repository":{"repo_id":"calpoly","name":"Cal Poly","base_url":"https://digitalcommons.calpoly.edu/do/oai/"},"display":{"title":"Point-Based Color Bleeding with Volumes","abstract":"<p>The interaction of light in our world is immensely complex, but with mod-</p> <p>ern computers and advanced rendering algorithms, we are beginning to reach</p> <p>the point where photo-realistic renders are truly difficult to separate from real</p> <p>photographs. Achieving realistic or believable global illumination in scenes with</p> <p>participating media is exponentially more expensive compared to our traditional</p> <p>polygonal methods. Light interacts with the particles of a volume, creating com-</p> <p>plex radiance patterns.</p> <p>In this thesis, we introduce an extension to the commonly used point-based</p> <p>color bleeding (PCB) technique, implementing volume scatter contributions. With</p> <p>the addition of this PCB algorithm extension, we are able to render fast, be-</p> <p>lievable in- and out-scattering while building on existing data structures and</p> <p>paradigms.</p> <p>The proposed method achieves results comparable to that of existing Monte</p> <p>Carlo integration methods, obtaining render speeds between 10 and 36 times</p> <p>faster while keeping memory overhead under 5%.</p>","abstract_html":"&lt;p&gt;The interaction of light in our world is immensely complex, but with mod-&lt;/p&gt; &lt;p&gt;ern computers and advanced rendering algorithms, we are beginning to reach&lt;/p&gt; &lt;p&gt;the point where photo-realistic renders are truly difficult to separate from real&lt;/p&gt; &lt;p&gt;photographs. Achieving realistic or believable global illumination in scenes with&lt;/p&gt; &lt;p&gt;participating media is exponentially more expensive compared to our traditional&lt;/p&gt; &lt;p&gt;polygonal methods. Light interacts with the particles of a volume, creating com-&lt;/p&gt; &lt;p&gt;plex radiance patterns.&lt;/p&gt; &lt;p&gt;In this thesis, we introduce an extension to the commonly used point-based&lt;/p&gt; &lt;p&gt;color bleeding (PCB) technique, implementing volume scatter contributions. With&lt;/p&gt; &lt;p&gt;the addition of this PCB algorithm extension, we are able to render fast, be-&lt;/p&gt; &lt;p&gt;lievable in- and out-scattering while building on existing data structures and&lt;/p&gt; &lt;p&gt;paradigms.&lt;/p&gt; &lt;p&gt;The proposed method achieves results comparable to that of existing Monte&lt;/p&gt; &lt;p&gt;Carlo integration methods, obtaining render speeds between 10 and 36 times&lt;/p&gt; &lt;p&gt;faster while keeping memory overhead under 5%.&lt;/p&gt;","abstract_has_math":false,"creators":["Gibson, Christopher J"],"institution":null,"degree_name":"MS in Computer Science","degree_level":null,"degree_discipline":"Computer Science","degree_department":null,"school":null,"contributors":["Zoë Wood"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2011,"date_issued":"2011-06-01T07:00:00Z","date_published":"2011-06-01T07:00:00Z","updated_at":"2026-07-24T01:32:29Z","subjects":["Volume","Rendering","Monte Carlo","Ray Tracing","Graphics","Global Illumination","Graphics and Human Computer Interfaces"],"languages":[],"rights":[],"rights_urls":[],"identifier_entries":[{"key":"dc:identifier","label":"Identifier","values":["10.15368/theses.2011.90"],"render_values":[{"text":"10.15368/theses.2011.90","href":"https://doi.org/10.15368/theses.2011.90","code":true}]}]},"links":{"outbound_url":"https://digitalcommons.calpoly.edu/theses/533","outbound_label":"Repository record","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Zoë Wood"]},{"key":"dc:creator","label":"Author","values":["Gibson, Christopher J"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date.available","label":"Dc Date Available","values":["2011-06-12T07:00:00Z"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Computer Science"]},{"key":"thesis:degree_name","label":"Degree Name","values":["MS in Computer Science"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Volume","Rendering","Monte Carlo","Ray Tracing","Graphics","Global Illumination","Graphics and Human Computer Interfaces"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["https://digitalcommons.calpoly.edu/theses/533","10.15368/theses.2011.90"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["<p>The interaction of light in our world is immensely complex, but with mod-</p> <p>ern computers and advanced rendering algorithms, we are beginning to reach</p> <p>the point where photo-realistic renders are truly difficult to separate from real</p> <p>photographs. Achieving realistic or believable global illumination in scenes with</p> <p>participating media is exponentially more expensive compared to our traditional</p> <p>polygonal methods. Light interacts with the particles of a volume, creating com-</p> <p>plex radiance patterns.</p> <p>In this thesis, we introduce an extension to the commonly used point-based</p> <p>color bleeding (PCB) technique, implementing volume scatter contributions. With</p> <p>the addition of this PCB algorithm extension, we are able to render fast, be-</p> <p>lievable in- and out-scattering while building on existing data structures and</p> <p>paradigms.</p> <p>The proposed method achieves results comparable to that of existing Monte</p> <p>Carlo integration methods, obtaining render speeds between 10 and 36 times</p> <p>faster while keeping memory overhead under 5%.</p>"]},{"key":"dc:title","label":"Title","values":["Point-Based Color Bleeding with Volumes"]}]}],"canonical_facts":{"dc:contributor":["Zoë Wood"],"dc:creator":["Gibson, Christopher J"],"dc:date.available":["2011-06-12T07:00:00Z"],"dc:description.abstract":["<p>The interaction of light in our world is immensely complex, but with mod-</p> <p>ern computers and advanced rendering algorithms, we are beginning to reach</p> <p>the point where photo-realistic renders are truly difficult to separate from real</p> <p>photographs. Achieving realistic or believable global illumination in scenes with</p> <p>participating media is exponentially more expensive compared to our traditional</p> <p>polygonal methods. Light interacts with the particles of a volume, creating com-</p> <p>plex radiance patterns.</p> <p>In this thesis, we introduce an extension to the commonly used point-based</p> <p>color bleeding (PCB) technique, implementing volume scatter contributions. With</p> <p>the addition of this PCB algorithm extension, we are able to render fast, be-</p> <p>lievable in- and out-scattering while building on existing data structures and</p> <p>paradigms.</p> <p>The proposed method achieves results comparable to that of existing Monte</p> <p>Carlo integration methods, obtaining render speeds between 10 and 36 times</p> <p>faster while keeping memory overhead under 5%.</p>"],"dc:identifier":["https://digitalcommons.calpoly.edu/theses/533","10.15368/theses.2011.90"],"dc:subject":["Volume","Rendering","Monte Carlo","Ray Tracing","Graphics","Global Illumination","Graphics and Human Computer Interfaces"],"dc:title":["Point-Based Color Bleeding with Volumes"],"thesis:degree_discipline":["Computer Science"],"thesis:degree_name":["MS in Computer Science"]},"updated_at":"2026-07-24T01:32:29Z"}