Abstract
AbstractThis paper enhances the voxel-to-voxel radiance shooting, propagation, and scattering algorithm of Max [20]. It reduces the memory requirements by storing the radiance only on the occupied cells of a sparse voxel octree and by sampling only 24 propagation direction bins instead of 96 or more. It gives a modification of the propagation algorithm to compensate for the larger solid angle of the direction bins and allows for position-dependent fully anisotropic scattering. For a volume of $$n^3$$
n
3
voxels, the computation time is $$O(n^3(\mathrm {log}\,n)^{3/2})$$
O
(
n
3
(
log
n
)
3
/
2
)
.
Publisher
Springer Science and Business Media LLC
Subject
Computer Graphics and Computer-Aided Design,Computer Vision and Pattern Recognition,Software
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