Smoke and shadows: Rendering and light interaction of smoke in real-time rendered virtual environments
Authors: Bass, C.J., Anderson, E.F.
Journal: 2013 5th International Conference on Games and Virtual Worlds for Serious Applications Vs Games 2013
Publication Date: 09/12/2013
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., Anderson, E.F.
Journal: 2013 5TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES)
Publication Date: 2013
https://eprints.bournemouth.ac.uk/20961/
Source: Web of Science
Smoke and Shadows: Rendering and Light Interaction of Smoke in Real-Time Rendered Virtual Environments
Authors: Bass, C.J., Anderson, E.F.
Conference: VS-Games 2013
Dates: 11/09/2013
Publication Date: 11/09/2013
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