 |
Simulating Nature
Thursday, 31 July 2003
1:45 - 3:30 pm
Room 29 A-D
Session Chair: Neill Campbell, University of Bristol
Realistic and Fast Cloud Rendering in Computer Games
Building a system to create and render clouds. Each cloud section (cloud puff) is rendered using a textured sprite, which produces detailed realistic-looking clouds with an appealing in-cloud experience.
Niniane Wang
Microsoft Corporation
niniane@microsoft.com
Rendering Plant Leaves Faithfully
An approach for improved representation of translucency in plants, based on a set of textures that are combined with a biological leaf model.
Oliver Deussen
Universität Konstanz
deussen@inf.tu-dresden.de
Oliver Franzke
Technischen Universität Dresden
Rendering Falling Snow Using an Inverse Fourier Transform
A new method for rendering falling snow: define a surface in the 3D (XYT) Fourier domain and compute the XYT video by taking the inverse FFT.
Linqiao Zhang
Michael S. Langer
McGill University
qiao@cim.mcgill.ca
Modeling Volcanic Clouds: a Physical, 3D, and Efficient Method
This approach can generate physically reasonable and realistic images of volcanic clouds from eruption to balanced situations.
Ryoichi Mizuno
Bing-Yu Chen
Tomoyuki Nishita
The University of Tokyo
mizuno@nis-lab.is.s.u-tokyo.ac.jp
Yoshinori Dobashi
Hokkaido University
|
 |
|
|
 |