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• Color depends on
– Spectrum of incoming light
– Atmosphere
– Angle to sun
– Angle to viewer
– ...
• Base Function:
– white noise, Perlin noise, image, etc.
– Pre-created and stored or pseudo-random function
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com) computer graphics & visualization
2. Virtual Clouds based on physical Models
2.1 Generating Clouds
x Ray
x0
Optical Depth
Absorption
( x0 , x )
I ( x) I ( x0 )e x2
( x1 , x2 ) ( x)dx
Initial Intensity Attenuation along [x0,x] x1
x Ray
x'
x0
x
I ( x) I ( x0 )e ( x0 , x )
q ( x ' )e ( x ', x )
dx'
Initial Intensity at x‘ Attenuation along [x‘,x]
x0
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com) computer graphics & visualization
2. Virtual Clouds based on physical Models
2.2 Rendering Clouds using Volume Rendering Techniques
Ray Casting
algorithm
• Voxel by voxel
• Project each voxel
onto the image plane
• One voxel usually
influences several
pixels
Dp
( t ) dt Dp
( t ) dt
I ( P, ) I 0 ( )e 0
g ( s , )e s
ds
0
Dp
( t ) dt Dp
( t ) dt
I ( P, ) I 0 ( )e 0
g ( s , )e s
ds
0
Questions?!?
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com) computer graphics & visualization