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    High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting

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    Date
    2014
    Author
    Yusov, Egor
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    Abstract
    We present a new method for rendering realistic cumulus clouds in real time. The clouds in our approach consist of randomly rotated and scaled copies of a single reference particle. During the pre-processing, we pre-compute optical depth, single and multiple scattering inside the reference particle for every camera position, orientation and light direction, and store the information in the look-up tables. At run time, information from the look-up tables is used to compute the cloud shading, avoiding any ray marching or slicing. To control the level of detail, we introduce a new technique which provides high fidelity for close clouds while using a coarse representation for distant regions. In addition to this, we present a new method for blending particles. Compared to traditional alpha-blending, this method produces more accurate visual results by accounting for volumetric intersection. The method merges collection of individual particles into a continuous medium, and also eliminates temporal artifacts. Our technique is able to produce realistic images at high frame rates.
    BibTeX
    @inproceedings {hpg.20141101,
    booktitle = {Eurographics/ ACM SIGGRAPH Symposium on High Performance Graphics},
    editor = {Ingo Wald and Jonathan Ragan-Kelley},
    title = {{High-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lighting}},
    author = {Yusov, Egor},
    year = {2014},
    publisher = {The Eurographics Association},
    ISSN = {2079-8679},
    ISBN = {978-3-905674-60-6},
    DOI = {10.2312/hpg.20141101}
    }
    URI
    http://dx.doi.org/10.2312/hpg.20141101
    https://diglib.eg.org:443/handle/10.2312/hpg.20141101
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