Konferensartikel

Snow Accumulation in Real-time

Håkan Haglund
Department of mathematics, nature and computer science, University of Gävle, Sweden

Mattias Andersson
Department of mathematics, nature and computer science, University of Gävle, Sweden

Anders Hast
Creative Media Lab, University of Gävle, Sweden

Ladda ner artikel

Ingår i: Special Effects and Rendering. Proceedings from SIGRAD 2002; Linköpings universitet; Norrköping; Sweden; November 28th and 29th; 2002

Linköping Electronic Conference Proceedings 7:2, s. 11-15

Visa mer +

Publicerad: 2002-11-28

ISBN:

ISSN: 1650-3686 (tryckt), 1650-3740 (online)

Abstract

Whenever real-time snowfall is animated in computer games; no snow accumulation is simulated; as far as we know. Instead; so-called zero thickness is used; which means that the blanket of snow does not grow when the snowflakes reach the ground. In this paper we present a method for simulation of snow accumulation; which simulates the different stages; starting with a snow free environment and ending with a totally snow covered scene; all in real-time. The main focus is not on the physical properties of snow but on speed and visual result.

Nyckelord

Inga nyckelord är tillgängliga

Referenser

1. R. L. Cook. Stochastic sampling in computer graphics. In ACM Transactions on Graphics; vol 5; pp. 51 - 72; 1986.

2. R. L. Cook and K. E. Torrance. A Reflectance Model for Computer Graphics. In Computer Graphics; 15(3); pp. 307-316; 1982.

3. P. Fearing. Computer modeling of fallen snow. In Proceedings of the 27th annual conference on Computer graphics and interactive techniques; pages 37 - 46; 2000.

4. H. Gouraud. Continuous Shading of Curved Surfaces; IEEE transactions on computers vol. c-20; No 6; June 1971.

5. A. Hast; T. Barrera; E. Bengtsson. Reconstruction Filters for Bump Mapping WSCG’02; Poster; pp. 9-12; 2002.

6. P. Hill. http://www.planetunreal.com/hillgiant; 2002- 05-10.

7. S. Law; B. M. Oh and J. Zalesky. The synthesis of snow covered terrains. http://www.graphics.lcs.mit.edu/boh/Projects/snowGen-
FinalWrite.html; 1996.

8. B. T. Phong; Illumination for Computer Generated Pictures Communications of the ACM; Vol. 18; No 6; June 1975.

9. J. O’Rourke. Computational Geometry in C Second Edition. Cambridge University Press; 1998.

10. R. W. Summer; J. F. O’brien and J. K. Hodgins. Animating sand; mud and snow. In Proceedings of Graphics Interface; pp. 125- 132; 1998.

11. A. Watt. 3D Computer Graphics Third Edition. Addison-Wesley; 2000

Citeringar i Crossref