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.
@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},
}
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