ABSTRACT
Real-time virtual reality applications, including games, increasingly use outdoor environments. A common task in an earth-type environment is to render a sky that is realistic both in terms of imagery and physics. Programmable graphics hardware offers the opportunity to procedurally generate and render a highly realistic sky at a minimal cost. We propose an integrated set of efficient algorithms that run in graphics hardware for interactive sky rendering that is fully parameterized for real-time control. Features of our method include multi-layered dynamic clouds and stars that individually flicker at varying intensity and rate.
- Ebert, David, et al. Texturing and Modeling: A Procedural Approach, 3rd edition. Morgan Kaufmann Publishers, San Francisco, 2003. Google ScholarDigital Library
- Dube, J. "Realistic Cloud Rendering on Modern GPUs," in Game Programming Gems 5 (Kim Pallister, ed.), Charles River Media, 2005, pp. 499--505.Google Scholar
- Pallister, K. 'Generating Procedural Clouds Using 3D Hardware," in Game Programming Gems 2 (Mark Deloura, ed.), Charles River Media, 2001, pp. 463--473.Google Scholar
- St.-Laurent, S. Shaders for Game Programmers and Artists, Thomson Course Technology, Boston, 2004. Google ScholarDigital Library
- Harris, M. and Lastra, A. "Real-Time Cloud Rendering," Computer Graphics Forum (Eurographics 2001 Proceedings), 20(3):76--84, September 2001.Google Scholar
- Schaufler, G. "Dynamically Generated Impostors", GI Workshop, Modeling - Virtual Worlds - Distributed Graphics, November 1995, pp. 129--135.Google Scholar
- Perlin, K. An Image Synthesizer, in Proceedings ACM SIGGRAPH, 1985, pp. 287--296. Google ScholarDigital Library
- Debevec, P. "Image-Based Lighting", in IEEE Computer Graphics and Applications, Jan/Feb 2002. Google ScholarDigital Library
- Clouds and stars: efficient real-time procedural sky rendering using 3D hardware
Recommendations
Display of clouds taking into account multiple anisotropic scattering and sky light
SIGGRAPH '96: Proceedings of the 23rd annual conference on Computer graphics and interactive techniquesEfficient hybrid volume and texture based clouds
SIGGRAPH '18: ACM SIGGRAPH 2018 TalksWe developed workflows for Cars 3 and Incredibles 2 that maintain most benefits of volumetric clouds while leveraging the render speed and artistic control of traditional texture based approaches. For Cars 3, we rendered volumetric clouds using Houdini ...
Efficient virtual shadow maps for many lights
I3D '14: Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and GamesRecently, several algorithms have been introduced that enable real-time performance for many lights in applications such as games. In this paper, we explore the use of hardware-supported virtual cube-map shadows to efficiently implement high-quality ...
Comments