Håkan Haglund
Department of mathematics, nature and computer science, University of Gävle, Sweden
Mattias Andersson
Department of mathematics, nature and computer science, University of Gävle, Sweden
Anders Hast
Creative Media Lab, University of Gävle, Sweden
Download articlePublished in: Special Effects and Rendering. Proceedings from SIGRAD 2002; Linköpings universitet; Norrköping; Sweden; November 28th and 29th; 2002
Linköping Electronic Conference Proceedings 7:2, p. 11-15
Published: 2002-11-28
ISBN:
ISSN: 1650-3686 (print), 1650-3740 (online)
Whenever real-time snowfall is animated in computer games; no snow accumulation is simulated; as far as we know. Instead; so-called zero thickness is used; which means that the blanket of snow does not grow when the snowflakes reach the ground. In this paper we present a method for simulation of snow accumulation; which simulates the different stages; starting with a snow free environment and ending with a totally snow covered scene; all in real-time. The main focus is not on the physical properties of snow but on speed and visual result.
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