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Real-Time Rendering, Fourth Edition, 4th Edition
book

Real-Time Rendering, Fourth Edition, 4th Edition

by Tomas Akenine-Möller, Eric Haines, Naty Hoffman
August 2018
Intermediate to advanced
1198 pages
41h 14m
English
A K Peters/CRC Press
Content preview from Real-Time Rendering, Fourth Edition, 4th Edition

Chapter 14 Volumetric and Translucency Rendering

DOI: 10.1201/b22086-14

“Those you wish should look farthest away you must make proportionately

bluer; thus, if one is to be five times as distant, make it five times bluer.”

—Leonardo Da Vinci

Participating media is the term used to describe volumes filled with particles. As we can tell by the name, they are media that participate in light transport, in other words they affect light that passes through them via scattering or absorption. When rendering virtual worlds, we usually focus on the solid surfaces, simple yet complex. These surfaces appear opaque because they are defined by light bouncing off of dense participating media, e.g., a dielectric or metal typically modeled using a BRDF. ...

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Publisher Resources

ISBN: 9781351816144