Realistic real-time rendering of light shafts using blur filter: considering the effect of shadow maps.

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Title: Realistic real-time rendering of light shafts using blur filter: considering the effect of shadow maps.
Authors: Ali, Hatam H.1,2 ali_hattam@yahoo.com, Sunar, Mohd Shahrizal1,2 shahrizal@utm.my, Kolivand, Hoshang3 h.kolivand@ljmu.ac.uk
Source: Multimedia Tools & Applications. Jul2018, Vol. 77 Issue 13, p17007-17022. 16p.
Subjects: Real-time rendering (Computer graphics), Shades & shadows, Digital mapping, Light scattering, Ray tracing algorithms, Filtering software, Statistical sampling
Abstract: The ray marching method has become the most attractive method to provide realism in rendering the effects of light scattering in the participating media of numerous applications. This has attracted significant attention from scientific community. Up-sampling of ray marching method is suitable for rendering light shafts of realistic scenes, but suffers of consume a lot of time for rendering. Therefore, some encouraging outcomes have been achieved by using down-sampling of ray marching approach to accelerate rendered scenes. However, these methods are inherently prone to artifacts, aliasing and incorrect boundaries due to the reduced number of sample points along view rays. This research proposes a realistic real-time technique to generate soft light shafts by making use downsampling of ray marching in generating light shafts. The bilateral filtering is then applied to overcome all defects that caused by downsampling process to make a scene with smoothing transition while preserving on the edges. The contribution of this technique is to improve the boundaries of light shafts taking into account the effect of shadows. This technique allows obtaining soft marvelous light shafts, having a good performance and high quality. Thus, it is suitable for interactive applications. [ABSTRACT FROM AUTHOR]
Copyright of Multimedia Tools & Applications is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: <searchLink fieldCode="JN" term="%22Multimedia+Tools+%26+Applications%22">Multimedia Tools & Applications</searchLink>. Jul2018, Vol. 77 Issue 13, p17007-17022. 16p.
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  Data: <searchLink fieldCode="DE" term="%22Real-time+rendering+%28Computer+graphics%29%22">Real-time rendering (Computer graphics)</searchLink><br /><searchLink fieldCode="DE" term="%22Shades+%26+shadows%22">Shades & shadows</searchLink><br /><searchLink fieldCode="DE" term="%22Digital+mapping%22">Digital mapping</searchLink><br /><searchLink fieldCode="DE" term="%22Light+scattering%22">Light scattering</searchLink><br /><searchLink fieldCode="DE" term="%22Ray+tracing+algorithms%22">Ray tracing algorithms</searchLink><br /><searchLink fieldCode="DE" term="%22Filtering+software%22">Filtering software</searchLink><br /><searchLink fieldCode="DE" term="%22Statistical+sampling%22">Statistical sampling</searchLink>
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  Data: The ray marching method has become the most attractive method to provide realism in rendering the effects of light scattering in the participating media of numerous applications. This has attracted significant attention from scientific community. Up-sampling of ray marching method is suitable for rendering light shafts of realistic scenes, but suffers of consume a lot of time for rendering. Therefore, some encouraging outcomes have been achieved by using down-sampling of ray marching approach to accelerate rendered scenes. However, these methods are inherently prone to artifacts, aliasing and incorrect boundaries due to the reduced number of sample points along view rays. This research proposes a realistic real-time technique to generate soft light shafts by making use downsampling of ray marching in generating light shafts. The bilateral filtering is then applied to overcome all defects that caused by downsampling process to make a scene with smoothing transition while preserving on the edges. The contribution of this technique is to improve the boundaries of light shafts taking into account the effect of shadows. This technique allows obtaining soft marvelous light shafts, having a good performance and high quality. Thus, it is suitable for interactive applications. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Multimedia Tools & Applications is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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      – Type: doi
        Value: 10.1007/s11042-017-5267-8
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      – Code: eng
        Text: English
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      – SubjectFull: Real-time rendering (Computer graphics)
        Type: general
      – SubjectFull: Shades & shadows
        Type: general
      – SubjectFull: Digital mapping
        Type: general
      – SubjectFull: Light scattering
        Type: general
      – SubjectFull: Ray tracing algorithms
        Type: general
      – SubjectFull: Filtering software
        Type: general
      – SubjectFull: Statistical sampling
        Type: general
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      – TitleFull: Realistic real-time rendering of light shafts using blur filter: considering the effect of shadow maps.
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            NameFull: Ali, Hatam H.
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            NameFull: Sunar, Mohd Shahrizal
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            NameFull: Kolivand, Hoshang
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            – D: 01
              M: 07
              Text: Jul2018
              Type: published
              Y: 2018
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