Ray tracing volume densities
James T. KajiyaBrian P. Von Herzen
Presents the foundational ray tracing algorithms and radiative transfer solutions for rendering participating media such as clouds, fog, and flames defined within 3D volume grids.
Synthesizing realistic imagery of participating media and natural atmospheric phenomena—such as clouds, fog, flames, and dust—presents a major challenge in computer graphics. Earlier rendering techniques relied on restrictive plane-parallel models, low-reflectance assumptions, or fixed viewing and lighting geometries that fail when generating general, dynamic scenes.
The article demonstrates a generalized ray tracing framework capable of rendering arbitrary three-dimensional volume densities and introduces a mathematical approximation to handle multiple light scattering in highly reflective media like clouds.
The approach models volume densities on uniform 3D grids and splits the rendering workflow into two distinct stages: a precomputation phase that maps illumination through the volume, and an execution phase that integrates ray brightness and optical depth during ray tracing. To overcome the computational intractability of full radiative transfer, the authors develop a perturbation method expanded in spherical harmonics and truncate it to low orders. Additionally, they simulate cloud density evolution using a physical atmospheric convection model governed by partial differential equations.
The article establishes several key findings. First, single-scattering approximations cause severe visual defects, specifically artificial darkening on the shadowed sides of clouds, proving that realistic rendering of high-reflectance media requires accounting for multiple scattering. Second, separating the illumination precomputation from ray traversal allows unrestricted camera angles, internal viewing, and scene interactions such as cloud-induced shadows and reflections in other objects. Third, the spherical harmonic perturbation approach decouples directional scattering effectively, enabling numerical relaxation for high-reflectance scenarios. Finally, physically simulated convection grids (tested on 10x10x20 meshes) successfully generate dynamically realistic cloud formations across multi-minute lifespans, with render times ranging from 1 to 4 hours per frame on an IBM 4341.
These findings mean that computer-generated imagery can represent complex natural phenomena and particle systems without restrictive geometry, enhancing realism in visual simulations and animation. However, the computational cost remains high, requiring significant processing time per frame, and the current framework has a limitation where procedural objects do not cast reciprocal shadows back into the volume densities.
Teams implementing volumetric rendering should adopt precalculated illumination grids for ray tracing efficiency and apply low-order spherical harmonic approximations for bright scattering media. Future development should focus on optimizing grid computation, supporting bidirectional shadowing between solids and volumes, and evaluating higher-resolution physical simulations.
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