title: Real-time screen-space scattering in homogeneous environments.
abstract: 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.
authors.forename: Oskar
authors.initials: O
authors.lastname: Elek
authors.forename: Tobias
authors.initials: T
authors.lastname: Ritschel
authors.forename: Hans-Peter
authors.initials: HP
authors.lastname: Seidel