Hardware-Accelerated Real-Time Rendering of Gaseous Phenomena
Radomír Mech
In Journal of Graphics Tools, 6(3), 2001.
Abstract: In this paper, the problem of rendering a gas in real time is approached by placing specific constraints on the distribution of densities and colors inside the gas. A multi-pass algorithm for real-time rendering of a gas defined by a three-dimensional boundary is presented. The density and the color of the gas inside the boundary may be constant, or the color of a dense gas can be defined by a texture. This algorithm is combined with an existing algorithm for rendering layered fog so that the density and color inside the three-dimensional boundary can vary along a single axis. Despite the constraints, the algorithms can be used to render a variety of volumetric phenomena in real time. The OpenGL implementation of the algorithm presented in this paper is used in SGI's Performer, Version 2.4, released in November 2000.
BibTeX format:
@article{Mech:2001:HRR,
  author = {Radomír Mech},
  title = {Hardware-Accelerated Real-Time Rendering of Gaseous Phenomena},
  journal = {Journal of Graphics Tools},
  volume = {6},
  number = {3},
  pages = {1--16},
  year = {2001},
}
Search for more articles by Radomír Mech.

Return to the search page.


graphbib: Powered by "bibsql" and "SQLite3."