Next: Bibliography
Up: paper
Previous: Implementation
In this paper, a flexible framework for volume tracing, which allows for the
arbitrary combination of different density functions, transfer functions and
phase functions in a participating material, has been presented.
Participating media have absorption, emission and scattering properties and
are rendered using a ray-marching algorithm.
The framework has been implemented as an add-on to the Advanced Rendering Toolkit.
Participating media can be integrated seamlessly into ``conventional'' scenes. No
restrictions whatever apply.
Density functions can be defined by means of procedural
density functions (like in solid texturing), density emitters and volume
data sets. Different kinds of filters may be applied to volume data sets
(Mean, Gaussian, Laplace, ...) to improve data quality before rendering.
Furthermore, isosurfaces and region boundaries of volume data sets may be
rendered. Finally, different types of volume data interpolation can be used.
Transfer functions can be designed by combining arbitrary numbers of transfer
function ``primitives'' like constant-, colormap-, general- and mapped transfer
functions.
Constant transfer functions may be used to model homogenous-atmosphere-like
participating media. Colormap transfer functions are used to map density
values to arbitrary color maps. General- and mapped transfer functions can be used to
combine arbitrary numbers of transfer functions.
Different kinds of phase functions are used to define scattering
characteristics of participating media. Isotropic, anisotropic,
Lambert, Henyey-Greenstein and Mie scattering have been implemented.
Although some very realistic images of natural phenomena and different types of
volume data sets can be rendered,
some ideas would deserve further investigation in future work:
More sophisticated density functions may be
examined, for example, physically based models to create more convincing images
of natural phenomena. Wavelength dependent scattering functions should be implemented
quite easily because ART itself already is able to perform wavelength-dependent rendering.
Furthermore, right now, participating media do not act
as light sources even if they possess an emission property. This shortfall
could be circumvented by means of participating media as volume light sources,
or by means of global illumination modells. Global illumination models also
would be useful in rendering effects like volume caustics and indirect lighting
by participating media.
Next: Bibliography
Up: paper
Previous: Implementation
2000-04-06