Nowadays the real-time visualization of participating media starts to play an important role in the entertainment industry. On the one hand, today’s computer games utilize it to render more detailed and realistic environments; on the other hand the film industry uses it for planning CGI scenes, since the instant feedback is a requirement for the artists.
Realistic rendering of participating media is a complex and time-consuming task, thus visualization software usually makes considerable simplifications in the process.
I present a physically-based algorithm for simulating absorption, forward-scattering and multiple scattering of light in such media. The radiometric simulation utilizes the capabilities of graphics hardware in order to achieve interactive frame rates.
I cover the decisions involved in the implementation phase, as well as present an application, which besides the rendering of static and key frame animated media also includes features for using in a production environment.
During the thesis, I will not cover the topic of participating media dynamics.