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Warp <war### [at] tag povray org> wrote:
> nemesis <nam### [at] gmail com> wrote:
> > http://www.youtube.com/watch?v=1mN0L6OQlTs
>
> The program probably calculates those lighting effects in real-time,
> but those particular scenes could ostensibly be faked by clever use of
> textures and lightmaps as well.
I guess so, but so far I haven't seen any such use in games as amazing as this
one, specially the underwater scene (drops to 12 fps, though).
There's a link there to the Max Planck Institut Informatik where the project is
hosted:
http://www.mpi-inf.mpg.de/~dong/I3D2010_VolCaustics.html
from the abstract:
"Motivated by interactive applications, we propose a novel volume caustics
rendering method for single-scattering participating media. Our method is based
on the observation that line rendering of illumination rays into the screen
buffer establishes a direct light path between the viewer and the light source.
This connection is introduced via a single scattering event for every pixel
affected by the line primitive. Since the GPU is a parallel processor, the
radiance contributions of these light paths to each of the pixels can be
computed and accumulated independently. The implementation of our method is
straightforward and we show that it can be seamlessly integrated with existing
methods for rendering participating media."
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