Paper
1 October 2018 Modeling the intensity of scattered light and fog using graphics processing units
Sergey I. Vyatkin, Olexander N. Romanyuk, Oksana V. Romanyuk, Olexander A. Poplavskyy, Aigul Bazarbayeva, Patryk Panas
Author Affiliations +
Proceedings Volume 10808, Photonics Applications in Astronomy, Communications, Industry, and High-Energy Physics Experiments 2018; 108081H (2018) https://doi.org/10.1117/12.2503215
Event: Photonics Applications in Astronomy, Communications, Industry, and High-Energy Physics Experiments 2018, 2018, Wilga, Poland
Abstract
A lighting model that takes into account the effects of scattering light is presented. The model for rendering fog is considered. A method of reducing the cost of the algorithm was proposed. As well were restricted the geometry and applied certain approximations that allowed the computation to be performed in a real time on a GPU. The vertex shaders compute the light reaching the eye from a source or a reflective object and fog component.
© (2018) COPYRIGHT Society of Photo-Optical Instrumentation Engineers (SPIE). Downloading of the abstract is permitted for personal use only.
Sergey I. Vyatkin, Olexander N. Romanyuk, Oksana V. Romanyuk, Olexander A. Poplavskyy, Aigul Bazarbayeva, and Patryk Panas "Modeling the intensity of scattered light and fog using graphics processing units", Proc. SPIE 10808, Photonics Applications in Astronomy, Communications, Industry, and High-Energy Physics Experiments 2018, 108081H (1 October 2018); https://doi.org/10.1117/12.2503215
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KEYWORDS
Light scattering

Scattering

Rayleigh scattering

Visualization

Graphics processing units

Clouds

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