Now showing items 1-9 of 9

    • Animating Corrosion and Erosion 

      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 ...
    • Convective Clouds 

      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, ...
    • Eulerian Motion Blur 

      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 ...
    • Expressive Illumination of Foliage Based on Implicit Surfaces 

      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 ...
    • Fast Fluid Simulation Using Residual Distribution Schemes 

      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 ...
    • Goblins by Spheroidal Weathering 

      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 ...
    • Modeling Trees with a Space Colonization Algorithm 

      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 ...
    • Multi-layered Indirect Texturing for Tree Rendering 

      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. ...
    • Real-time Rendering and Animation of Plentiful Flames 

      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 ...