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Computer Graphics Rendering - Volumetric Lighting

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by

Kasper Sahl

on 5 December 2012

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Transcript of Computer Graphics Rendering - Volumetric Lighting

A presentation by group 12533 Volumetric Lighting Disposition Introduction
Crepuscular rays
Volumetric lighting

Pre-rendering
Raycasting method
Implementation in 3ds Max

Real-time rendering
Post-processing method
Geometry with transparent texture
Implementation in Unity 3D Introduction Crepuscular Rays, a real life phenomena Real-time rendering Method: Geometry with transparent texture

+ Extremely light in terms of computation
+ Looks very real from a distance
+ Easy to implement, even without any presets
+ Easy to customize

- Clunky and crude up close
- Each ray has to be set up manually Introduction Volumetric lighting, rendering in 3ds MAX Pre-rendering Theory: Raycasting method Pre-rendering Implementation: 3ds MAX 2013 Real-time rendering Method: Post-processing Real-time rendering Method: Post-processing

+ More accurate result than with geometry
+ Easy to toggle on and off
+ Once on, applies to everything

- Post-processing effect (Computational heavy)
- Less realistic than pre-rendered raycasting Pre-rendering Volume light parameters Pre-rendering Artefacts
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