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dc.contributor.authorLopes, Diogoen_US
dc.contributor.authorFernandes, António Ramiresen_US
dc.contributor.editorGoncalves, Alexandrino and Fernandes, Antonio Ramires and Rodrigues, Nunoen_US
dc.date.accessioned2020-12-11T13:40:40Z
dc.date.available2020-12-11T13:40:40Z
dc.date.issued2020
dc.identifier.isbn978-3-03868-130-4
dc.identifier.urihttps://doi.org/10.2312/pt.20141310
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pt20141310
dc.description.abstractAtmospheric scattering is the natural phenomenon mainly responsible for the colours we observe in the sky. Over the years, several realistic computer graphics algorithms have been proposed in order to reproduce these colours. This state of the art is motivated by the large amount of scattered information, and by its great potential usage in a wide range of applications like flight simulators, video games and movies. This paper will cover the most important models and will present their evolution over the years. The first part contains a small introduction to the mechanics behind the light scattering phenomena. The second part will cover the earlier models, very much focused in the physical phenomenon. The third section will cover GPU based models, more focused on performance.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectModelling of Natural Phenomena
dc.subjectAtmospheric Scattering
dc.subjectGPU Graphics
dc.titleAtmospheric Scattering - State of the Arten_US
dc.description.seriesinformation21o Encontro Português de Computação Gráfica
dc.description.sectionheadersSíntese e Visualização
dc.identifier.doi10.2312/pt.20141310
dc.identifier.pages63-70


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