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dc.contributor.authorHarris, Mark J.en_US
dc.contributor.authorLastra, Anselmoen_US
dc.date.accessioned2015-02-16T11:05:20Z
dc.date.available2015-02-16T11:05:20Z
dc.date.issued2001en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00500en_US
dc.description.abstractThis paper presents a method for realistic real-time rendering of clouds suitable for flight simulation and games. It provides a cloud shading algorithm that approximates multiple forward scattering in a preprocess, and first order anisotropic scattering at runtime. Impostors are used to accelerate cloud rendering by exploiting frame-to-frame coherence in an interactive flight simulation. Impostors are shown to be particularly well suited to clouds, even in circumstances under which they cannot be applied to the rendering of polygonal geometry. The method allows hundreds of clouds and hundreds of thousands of particles to be rendered at high frame rates, and improves interaction with clouds by reducing artifacts introduced by direct particle rendering techniques.en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleReal-Time Cloud Renderingen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume20en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.00500en_US
dc.identifier.pages76-85en_US


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