Real-Time Smoke Rendering and Light Interaction
Fulltekst
RELATERTE DOKUMENTER
The input basis for the Oslo method is a set of γ-ray spectra for all excitation
Introduction 9 1 A new doubly discrete analogue of smoke ring flow 13 2 Real-time interactive smoke using discrete integrable vortex filaments 29 3 Filament-based smoke with
We combine the depth and alpha information from the shadow map and smoothie buffer to compute soft shadows that re- semble penumbrae (see Figure 3)1. A limitation of this ap- proach
This information is used in the rendering pass of the final image to determine whether a point lies in shadow by comparing its light source with the shadow map distance, which can
These include shadows cast on planes parallel to the ground plane, which requires the attachment points and the light vanishing point to be defined on the shadow plane (Figures 5
Figure 1: We represent smoke with an adaptive triangle mesh both for linear-time simulation, as a vortex sheet, and linear-time interactive rendering as the boundary of the
Images in this figure show the results of rendering the time step 155 of the smoke simulation by copy- ing the entire volume frame into the GPU (Brute Force), see Figure 3-Right, and
Figure 1: A sliding wall plowing through the accumulated snow (consisting of 75.6K particles) on the ground simulated using our method, supporting both physics and visualization