Application (pre-grant publication)
NULL-DENSITY-BASED SAMPLING FOR VOLUMETRIC RENDERING
- Number
- 20250182383
- Published
- 2025-06-05
- Filed
- 2023-12-04
- Assignee
- DISNEY ENTERPRISES, INC.
- Inventors
- LI; Yining Karl et al.
- CPC
- G06T15/08; G06T15/06; G06T15/506
- Verdict
- Low Notable software
- Source
- Google Patents · FreePatentsOnline
The keeper's note
Volumetric-rendering sampling technique.
Abstract
One embodiment of the present invention sets forth a technique for rendering a volumetric medium. The technique includes determining a null density for the volumetric medium based on a real density of the volumetric medium and an upper bound on a density of the volumetric medium. The technique also includes determining a distance associated with a ray based on the null density and computing a transmittance associated with the distance. The technique further includes rendering the volumetric medium based on the transmittance.
Background
BACKGROUND Field of the Various Embodiments
Embodiments of the present disclosure relate generally to volumetric rendering and, more specifically, to null-density-based sampling for volumetric rendering. Description of the Related Art
Volumetric rendering refers to the process of generating images that depict the propagation of light within a three-dimensional (3D) volumetric medium occupied by a certain type of material or object. For example, volumetric rendering techniques can be used to simulate the interaction of light with fog, smoke, water, clouds, plasma, biological tissue, and/or another medium that can vary in density. These volumetric rendering techniques typically involve propagating rays of light into the volumetric medium and estimating the way in which the light is transmitted, scattered, emitted, and/or absorbed within the medium.
Certain state-of-the-art techniques for performing volumetric rendering, which are referred to as null-collision approaches, determine absorption, emission, scattering, and/or other interactions between light and matter using predefined upper bounds (which can also be referred to as “majorants” or “bounding extinctions”) on the density of the volumetric media at various points or regions in the 3D volume. However, in studio and production settings, volumetric media are frequently defined in a procedural manner using “black box” mathematical functions, physical simulations, artistic workflows, and/or other externa