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Proceedings Paper

Modeling the intensity of scattered light and fog using graphics processing units
Author(s): Sergey I. Vyatkin; Olexander N. Romanyuk; Oksana V. Romanyuk; Olexander A. Poplavskyy; Aigul Bazarbayeva; Patryk Panas
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Paper Abstract

A lighting model that takes into account the effects of scattering light is presented. The model for rendering fog is considered. A method of reducing the cost of the algorithm was proposed. As well were restricted the geometry and applied certain approximations that allowed the computation to be performed in a real time on a GPU. The vertex shaders compute the light reaching the eye from a source or a reflective object and fog component.

Paper Details

Date Published: 1 October 2018
PDF: 5 pages
Proc. SPIE 10808, Photonics Applications in Astronomy, Communications, Industry, and High-Energy Physics Experiments 2018, 108081H (1 October 2018); doi: 10.1117/12.2503215
Show Author Affiliations
Sergey I. Vyatkin, Institute of Automation and Electrometry (Russian Federation)
Olexander N. Romanyuk, Vinnytsia National Technical Univ. (Ukraine)
Oksana V. Romanyuk, Vinnytsia National Technical Univ. (Ukraine)
Olexander A. Poplavskyy, State Univ. for Transport Economy and Technologies (Ukraine)
Aigul Bazarbayeva, Scientific Ctr. of Pediatrics and Child Surgery (Kazakhstan)
Patryk Panas, Lublin Univ. of Technology (Poland)


Published in SPIE Proceedings Vol. 10808:
Photonics Applications in Astronomy, Communications, Industry, and High-Energy Physics Experiments 2018
Ryszard S. Romaniuk; Maciej Linczuk, Editor(s)

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