Abstract
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>
Degree
thesis:*- Name thesis:degree_name
- MS in Computer Science
- Discipline thesis:degree_discipline
- Computer Science
- Year dc:date.available
- 2011
Author and committee
dc:creator, dc:contributor.*- Author dc:creator
-
- Gibson, Christopher J
- Contributors dc:contributor
-
- Zoë Wood
Subjects
dc:subject × 7Identifiers
dc:identifier.*- Identifier
- 10.15368/theses.2011.90
- OAI identifier oai:identifier
- oai:digitalcommons.calpoly.edu:theses-1564