NPH: Natural Phenomena: Recent submissions
Now showing items 1-20 of 33
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Real-Time Open Water Environments with Interacting Objects
(The Eurographics Association, 2009)Large bodies of water are an integral part of nature and, thus, are of high interest for interactive 3D applications, e.g., computer games and virtual environments. We present a new scheme for real-time wave simulation in ... -
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 ... -
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 ... -
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 ... -
Procedural Modeling of Leather Texture with Structural Elements
(The Eurographics Association, 2009)This paper proposes a simple generation method for realistic leather texture. Leather surface consists of five structural elements, which are cristae, sulci, wrinkles, pockets and pores, which characterize the visual ... -
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 ... -
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. ... -
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 ... -
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 ... -
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 ... -
Real-time Rendering and Animation of Plentiful Flames
(The Eurographics Association, 2007)Rendering and animating flames in real time is a great challenge because of the complexity of the combustion process. While few models succeeded in simulating a single fire in real time, none tried to handle a large number ... -
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 ... -
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, ... -
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 ... -
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 ... -
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 ... -
Physically-Based Realistic Fire Rendering
(The Eurographics Association, 2006)Accurately rendering fires is a challenging problem due to the various subtle ways in which the electromagnetic waves interact with this complex participating medium. We present a new method for physically-based rendering ... -
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 ... -
Real-time Realistic Illumination and Shading of Stratiform Clouds
(The Eurographics Association, 2006)Realistic rendering of clouds involves solving the complex interaction of light within the cloud and with its environment. Interactive methods achieve efficient cloud rendering by ignoring several lighting effects. However, ... -
Time-Varying BRDFs
(The Eurographics Association, 2006)The properties of virtually all real-world materials change with time, causing their BRDFs to be time-varying. However, none of the existing BRDF models and databases take time variation into consideration; they represent ...