Real-Time Screen-Space Scattering in Homogeneous Environments
Oskár Elek, Tobias Ritschel, Hans‐Peter Seidel · IEEE Computer Graphics and Applications · 2013
The proposed screen-space algorithm approximates light scattering in homogeneous participating environments, such as water. Instead of simulating full global illumination, this method models scattering by a physically based point spread function. A discrete hierarchical convolution in a texture MIP map makes the algorithm efficient, and a custom anisotropic incremental filter prevents illumination leaking.