Smoke and shadows: Rendering and light interaction of smoke in real-time rendered virtual environments

Authors: Bass, C.J. and Anderson, E.F.

Journal: 2013 5th International Conference on Games and Virtual Worlds for Serious Applications, VS-GAMES 2013

ISBN: 9781479909650

DOI: 10.1109/VS-GAMES.2013.6624242

Abstract:

Realism in computer graphics depends upon digitally representing what we see in the world with careful attention to detail, which usually requires a high degree of complexity in modelling the scene. The inevitable trade-off between realism and performance means that new techniques that aim to improve the visual fidelity of a scene must do so without compromising the real-time rendering performance. We describe and discuss a simple method for realistically casting shadows from an opaque solid object through a GPU (graphics processing unit) based particle system representing natural phenomena, such as smoke. © 2013 IEEE.

https://eprints.bournemouth.ac.uk/20961/

Source: Scopus

Smoke and Shadows: Rendering and Light Interaction of Smoke in Real-Time Rendered Virtual Environments

Authors: Bass, C.J. and Anderson, E.F.

Journal: 2013 5TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES)

https://eprints.bournemouth.ac.uk/20961/

Source: Web of Science (Lite)

Smoke and Shadows: Rendering and Light Interaction of Smoke in Real-Time Rendered Virtual Environments

Authors: Bass, C.J. and Anderson, E.F.

Conference: VS-Games 2013

Dates: 11-13 September 2013

Pages: 146-149

Publisher: IEEE Computer Society

ISBN: 9781479909650

DOI: 10.1109/VS-GAMES.2013.6624242

Abstract:

Realism in computer graphics depends upon digitally representing what we see in the world with careful attention to detail, which usually requires a high degree of complexity in modelling the scene. The inevitable trade-off between realism and performance means that new techniques that aim to improve the visual fidelity of a scene must do so without compromising the real-time rendering performance.

We describe and discuss a simple method for realistically casting shadows from an opaque solid object through a GPU (graphics processing unit) based particle system representing natural phenomena, such as smoke.

https://eprints.bournemouth.ac.uk/20961/

Source: Manual

Preferred by: Eike Anderson

Smoke and Shadows: Rendering and Light Interaction of Smoke in Real-Time Rendered Virtual Environments

Authors: Bass, C.J. and Anderson, E.F.

Conference: VS-Games 2013

Pages: 146-149

Publisher: IEEE Computer Society

ISBN: 9781479909650

Abstract:

Realism in computer graphics depends upon digitally representing what we see in the world with careful attention to detail, which usually requires a high degree of complexity in modelling the scene. The inevitable trade-off between realism and performance means that new techniques that aim to improve the visual fidelity of a scene must do so without compromising the real-time rendering performance. We describe and discuss a simple method for realistically casting shadows from an opaque solid object through a GPU (graphics processing unit) based particle system representing natural phenomena, such as smoke.

https://eprints.bournemouth.ac.uk/20961/

http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=6624242

Source: BURO EPrints