Browsing NPH: Natural Phenomena by Title
Now showing items 1-20 of 33
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Animating Corrosion and Erosion
(The Eurographics Association, 2007)In this paper, we present a simple method for animating natural phenomena such as erosion, sedimentation, and acidic corrosion. We discretize the appropriate physical or chemical equations using finite differences, and we ... -
Artist-Directable Real-Time Rain Rendering in City Environments
(The Eurographics Association, 2006)Photorealistic rain greatly enhances the scenes of outdoor reality, with applications including computer games and motion pictures. Rain is a complex atmospheric natural phenomenon. It consists of numerous interacting ... -
Convective Clouds
(The Eurographics Association, 2007)A new technique for rendering convective clouds is suggested. The technique uses two lattice-Boltzmann (LB) models, one for generating the spatial and temporal distribution of water density and the other for photon transport, ... -
Corotated SPH for Deformable Solids
(The Eurographics Association, 2009)Smoothed Particle Hydrodynamics (SPH) is a powerful technique for the animation of natural phenomena. While early SPH approaches in Computer Graphics have mainly been concerned with liquids or gases, recent research also ... -
Effective Multi-resolution Rendering and Texture Compression for Captured Volumetric Trees
(The Eurographics Association, 2006)Trees can be realistically rendered in synthetic environments by creating volumetric representations from photographs. However, volumetric tree representations created with previous methods are expensive to render due to ... -
Eulerian Motion Blur
(The Eurographics Association, 2007)This paper describes a motion blur technique which can be applied to rendering fluid simulations that are carried out in the Eulerian framework. Existing motion blur techniques can be applied to rigid bodies, deformable ... -
Expressive Illumination of Foliage Based on Implicit Surfaces
(The Eurographics Association, 2007)This paper presents an approach for vivid representations of foliage based on implicit surfaces. It approximates the complex lighting interaction within the foliage and enables a clear illustration of its general shape and ... -
Extreme Model Simplification for Forest Rendering
(The Eurographics Association, 2005)Models of large forest scenes are of a geometric complexity that surpasses even the capabilities of current high end graphics hardware. We propose an extreme simplification method which allows us to render such scenes in ... -
Fast Fluid Simulation Using Residual Distribution Schemes
(The Eurographics Association, 2007)We present a fast method for physically-based animation of fluids on adaptive, unstructured meshes. Our algo- rithm is capable of correctly handling large-scale fluid forces, as well as their interaction with elastic ... -
FlowFixer: Using BFECC for Fluid Simulation
(The Eurographics Association, 2005)Back and Forth Error Compensation and Correction (BFECC) was recently developed for interface computation by using the level set method. We show that it can be applied to reduce dissipation and diffusion encountered in ... -
A Generalized Cracks Simulation on 3D-Meshes
(The Eurographics Association, 2006)This article describes a method for simulating the formation and the development of cracks on the surface of a shrinking volume. The simulated cracks are applied afterwards to any surface provided with a parameterization. ... -
A Geometric Algorithm for Snow Distribution in Virtual Scenes
(The Eurographics Association, 2009)Freshly fallen snow is a popular natural phenomenon able to evoke great beauty in all kinds of scenes. However, there still does not exist an all-purpose algorithm for automated snow distribution in virtual worlds. Previous ... -
Goblins by Spheroidal Weathering
(The Eurographics Association, 2007)Height map models of terrain are computationally efficient but can not represent terrain with concave surfaces. We present an algorithm for generating sandstone goblins using a simulation of spheroidal weathering. Sandstone ... -
Interactive Modeling of Virtual Ecosystems
(The Eurographics Association, 2009)We present a novel technique for interactive, intuitive, and efficient modeling of virtual plants and plant ecosystems. Our approach is biologically-based, but shades the user from overwhelming input parameters by simplifying ... -
Interactive physically based Fluid and Erosion Simulation
(The Eurographics Association, 2005)Realistically eroded terrain is a base of almost every outdoor visualization for simulators or computer games. In order to achieve convincing results physically based erosion algorithms are necessary. We present a new ... -
Modeling and Visualization of symmetric and asymmetric plant competition
(The Eurographics Association, 2005)In this paper we describe a new method for the visual simulation of evolving plant communities, which involves, aside from the known symmetric competition for resources also asymmetric competition. Asymmetric competition ... -
Modeling Trees with a Space Colonization Algorithm
(The Eurographics Association, 2007)We extend the open leaf venation model by Runions et al. [RFL*05] to three dimensions and show that it generates surprisingly realistic tree structures. Model parameters correspond to visually relevant tree characteristics ... -
Multi-layered Indirect Texturing for Tree Rendering
(The Eurographics Association, 2007)This paper presents a technique to render in real time complex trees using billboard clouds as an impostor simplification for the original polygonal tree, combined with a new texture-based representation for the foliage. ... -
Phenomenological Simulation of Efflorescence in Brick Constructions
(The Eurographics Association, 2005)In human constructions, repetitive patterns can be handled by different texturing methods. However, almost all techniques do not consider weathering phenomena, missing a very important visual effect for realistic rendering. ... -
Physically-based Driven Tree Animations
(The Eurographics Association, 2006)Simulating dynamic natural wind effects on trees remains a challenging task in Computer Graphics. From an animator s point of view it is a cumbersome and tedious task to create this effect due to the complexity of the tree ...