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dc.contributor.authorMinor, Tomen_US
dc.contributor.authorPoncelet, Robert R.en_US
dc.contributor.authorAnderson, Eike Falken_US
dc.contributor.editorLuis Gonzaga Magalhaes and Rafal Mantiuken_US
dc.date.accessioned2016-04-26T07:50:50Z
dc.date.available2016-04-26T07:50:50Z
dc.date.issued2016en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egp.20161055en_US
dc.description.abstractFor night-time scenes in computer graphics there exist few consistent models or implementations for sky illumination, and those that do exist lack the feature of light pollution from artificial light sources. We present initial results for a physically-based night sky model including this ''skyglow''. Our model extends the existing models with the aforementioned ''skyglow'' from artificial light sources, using a technique derived from equations developed in the field of astronomy and adapted for a computer graphics context. Our current model has been implemented for Pixar's RenderMan renderer and also been trialled with ShaderToy.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectAnimationen_US
dc.subjectI.6.8 [Simulation and Modeling]en_US
dc.subjectTypes of Simulationen_US
dc.subjectVisualen_US
dc.titleSkyglow: Towards a Night-time Illumination Model for Urban Environmentsen_US
dc.description.seriesinformationEG 2016 - Postersen_US
dc.description.sectionheadersPostersen_US
dc.identifier.doi10.2312/egp.20161055en_US
dc.identifier.pages37-38en_US


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