NPH: Natural Phenomena

Eurographics DL Repository

NPH: Natural Phenomena

 

ISSN 1816-0867

Collections in this community

Recent Submissions

  • Cords, Hilko; Staadt, Oliver (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 ...
  • Becker, Markus; Ihmsen, Markus; Teschner, Matthias (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 ...
  • Benes, Bedrich; Andrysco, Nathan; Stava, Ondrej (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 ...
  • Festenberg, Niels v.; Gumhold, Stefan (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 ...
  • Sakurai, Kaisei; Miyata, Kazunori; Kawai, Naoki; Matsufuji, Kazuo (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 ...
  • Luft, Thomas; Balzer, Michael; Deussen, Oliver (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 ...
  • García, Ismael; Patow, Gustavo; Szirmay-Kalos, László; Sbert, Mateu (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. ...
  • Runions, Adam; Lane, Brendan; Prusinkiewicz, Przemyslaw (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 ...
  • Sewall, Jason; Mecklenburg, Paul; Mitran, Sorin; Lin, Ming (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 ...
  • Kim, Doyub; Ko, Hyeong-Seok (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 ...
  • Bridault, Flavien; Leblond, Michel; Rousselle, François; Renaud, Christophe (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 ...
  • Wojtan, Chris; Carlson, Mark; Mucha, Peter J.; Turk, Greg (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 ...
  • Geist, Robert; Steele, Jay; Westall, James (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, ...
  • Beardall, Mathew; Farley, Mckay; Ouderkirk, Darius; Smith, Jeremy; Jones, Michael; Egbert, Parris (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 ...
  • Haevre, William Van; Fiore, Fabian Di; Reeth, Frank Van (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 ...
  • Linz, Christian; Reche-Martinez, Alex; Drettakis, George; Magnor, Marcus (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 ...
  • Tatarchuk, Natalya; Isidoro, John (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 ...
  • Pegoraro, Vincent; Parker, Steven G. (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 ...
  • Bouthors, Antoine; Neyret, Fabrice; Lefebvre, Sylvain (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, ...
  • Baboud, Lionel; Décoret, Xavier (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 ...

View more

Search Eurographics DL


Browse

My Account

Discover

RSS Feeds