Real-time Rendering of Accumulated Snow

Per Ohlsson
Uppsala University, Sweden

Stefan Seipel
Uppsala University, Sweden

Ladda ner artikelhttp://www.ep.liu.se/ecp_article/index.en.aspx?issue=013;article=007

Ingår i: The Annual SIGRAD Conference. Special Theme - Environmental Visualization

Linköping Electronic Conference Proceedings 13:7, s. 25-31

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Publicerad: 2004-11-24


ISSN: 1650-3686 (tryckt), 1650-3740 (online)


This paper presents a method of computing snow accumulation as a per pixel effect while rendering the scene. The method is similar to the shadow mapping method for shadow calculations. A depth buffer is used to find out how much snow a particular surface should receive. The amount of snow is then modified depending on the slope of the surface. To render the snow in a convincing way 3D noise is utilized for the lighting of the snow surface.


Snow; computer graphics


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