dc.contributor.author | Bass, Christopher J. | en_US |
dc.contributor.author | Anderson, Eike Falk | en_US |
dc.contributor.editor | Anders Hast and Ivan Viola | en_US |
dc.date.accessioned | 2015-07-08T13:37:51Z | |
dc.date.available | 2015-07-08T13:37:51Z | |
dc.date.issued | 2010 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egp.20101030 | en_US |
dc.description.abstract | In computer graphics, smoke can be represented by using particle systems. Adding shadows to particle systems can go a long way to improve visuals and realism. Our work is concerned with external shadows cast onto a particle system by an occluding object, for which shadow mapping is combined with the particle system in an implementation that uses the Graphics Processing Unit (GPU). | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Real-Time Smoke Rendering and Light Interaction | en_US |
dc.description.seriesinformation | Eurographics 2010 - Posters | en_US |
dc.description.sectionheaders | Posters | en_US |
dc.identifier.doi | 10.2312/egp.20101030 | en_US |