NPH06: Natural Phenomena 2006
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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 ... -
Realistic Water Volumes in Real-Time
(The Eurographics Association, 2006)We present a real-time technique to render realistic water volumes. Water volumes are represented as the space enclosed between a ground heightfield and an animable water surface heightfield. This representation allows the ... -
Simulating Caustics due to Liquid-Solid Interface Menisci
(The Eurographics Association, 2006)A solid partially immersed in a liquid creates a local deformation of the liquid surface at their interface. This deformation, called a meniscus, exhibits high curvature, and as such, produces very intriguing caustic ... -
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. ...