Konferensartikel

Real-time Rendering of Accumulated Snow

Per Ohlsson
Uppsala University, Sweden

Stefan Seipel
Uppsala University, Sweden

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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

ISBN:

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

Abstract

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.

Nyckelord

Snow; computer graphics

Referenser

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Haglund; H.; Anderson; M.; and Hast; A.; 2002. Snow Accumulation in Real-Time; Proceedings of SIGRAD 2002; 11-15

Hsu; S.C; and Wong; T.T. 1995. Visual Simulation of Dust Accumulation; IEEE Computer Graphics and Applications 15; 1; 18-22

Nishita T.; Iwasaki; H.; Dobashi; Y.; and Nakamae; F. 1997. A Modeling and Rendering Method for Snow by Using Metaballs. Computer Graphics Forum; Vol 16; No. 3; C357

Perlin; Ken; 1985. An Image Synthesizer; Computer Graphics (Proceedings of ACM SIGGRAPH 85); 19; 3; 287-296

Summers; Robert W.; O’Brien; James F.; and Hodgins; Jessica K. 1998. Animating Sand; Mud; and Snow. The Proceedings of Graphics Interface’98; 125-132

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