Speaker: Michael Oppitz
In computer graphics, there are many different challenges to overcome when simulating participating media. One approach to do this is Virtual Ray Lights for Rendering Scenes in Participating Media. In this thesis we provide new importance sampling techniques for this approach.
As a solid understanding of the original algorithm is needed to understand the new approaches that we introduce, a focus is laid on explaining that original methodology. We highlight the shortcomings that we found for rendering anisotropic participating media and introduce our solutions to solve them more efficiently. We provide two different solutions to the problem that we evaluated in the original algorithm. The goal of this thesis is to provide new, simple, robust and fast solutions to rendering scenes with anisotropic participating media.