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

dc.contributor.authorYusov, Egoren_US
dc.contributor.editorIngo Wald and Jonathan Ragan-Kelleyen_US
dc.date.accessioned2015-07-06T15:26:48Z
dc.date.available2015-07-06T15:26:48Z
dc.date.issued2014en_US
dc.description.abstractWe 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.en_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.identifier.isbn978-3-905674-60-6en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttps://doi.org/10.2312/hpg.20141101en_US
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg.20141101
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleHigh-Performance Rendering of Realistic Cumulus Clouds Using Pre-computed Lightingen_US
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