Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware
dc.contributor.author | Dobashi, Yoshinori | en_US |
dc.contributor.author | Yamamoto, Tsuyoshi | en_US |
dc.contributor.author | Nishita, Tomoyuki | en_US |
dc.contributor.editor | Thomas Ertl and Wolfgang Heidrich and Michael Doggett | en_US |
dc.date.accessioned | 2013-10-28T10:00:21Z | |
dc.date.available | 2013-10-28T10:00:21Z | |
dc.date.issued | 2002 | en_US |
dc.description.abstract | To create realistic images using computer graphics, an important element to consider is atmospheric scattering, that is, the phenomenon by which light is scattered by small particles in the air. This effect is the cause of the light beams produced by spotlights, shafts of light, foggy scenes, the bluish appearance of the earth s atmosphere, and so on. This paper proposes a fast method for rendering the atmospheric scattering effects based on actual physical phenomena. In the proposed method, look-up tables are prepared to store the intensities of the scattered light, and these are then used as textures. Realistic images are then created at interactive rates by making use of graphics hardware. | en_US |
dc.description.seriesinformation | SIGGRAPH/Eurographics Workshop on Graphics Hardware | en_US |
dc.identifier.isbn | 1-58113-580-1 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | https://doi.org/10.2312/EGGH/EGGH02/099-108 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.1 [Computer Graphics] | en_US |
dc.subject | Hardware Architecture | en_US |
dc.subject | Graphics processors | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | Bitmap and frame buffer operations | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | Shading | en_US |
dc.subject | Shadowing and Texture | en_US |
dc.title | Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware | en_US |