The interaction of light in our world is immensely complex, but with modern computers and advanced rendering algorithms, we are beginning to reach the point where photo-realistic renders are truly difficult to separate from real photographs. Achieving realistic or believable global illumination in scenes with participating media is exponentially more expensive compared to our traditional polygonal methods. Light interacts with the particles of a volume, creating complex radiance patterns. In this thesis, we introduce an extension to the commonly used point-based color bleeding (PCB) technique, implementing volume scatter contributions. With the addition of this PCB algorithm extension, we are able to render fast, believable in- and out-scattering while building on existing data structures and paradigms. The proposed method achieves results comparable to that of existing Monte Carlo integration methods, obtaining render speeds between 10 and 36 times faster while keeping memory overhead under 5%
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