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dc.contributorAriel Patow, Gustavo
dc.contributor.authorCreus López, Carles
dc.date.accessioned2011-03-08T09:02:04Z
dc.date.available2011-03-08T09:02:04Z
dc.date.issued2010-06-23
dc.identifier.urihttp://hdl.handle.net/2099.1/11303
dc.description.abstractArtistic outdoor filming and rendering need to choose specific weather conditions in order to properly trigger the audience reaction; for instance, rain, one of the most common conditions, is usually employed to transmit a sense of unrest. Synthetic methods to recreate weather are an important avenue to simplify and cheapen filming, but simulations are a challenging problem due to the variety of different phenomena that need to be computed. Rain alone involves raindrops, splashes on the ground, fog, clouds, lightnings, etc. We propose a new rain rendering algorithm that uses and extends present state of the art approaches in this field. The scope of our method is to achieve real-time renders of rain streaks and splashes on the ground, while considering complex illumination effects and allowing an artistic direction for the drops placement. Our algorithm takes as input an artist-defined rain distribution and density, and then creates particles in the scene following these indications. No restrictions are imposed on the dimensions of the rain area, thus direct rendering approaches could rapidly overwhelm current computational capabilities with huge particle amounts. To solve this situation, we propose techniques that, in rendering time, adaptively sample the particles generated in order to only select the ones in the regions that really need to be simulated and rendered. Particle simulation is executed entirely in the graphics hardware. The algorithm proceeds by placing the particles in their updated coordinates. It then checks whether a particle is falling as a rain streak, it has reached the ground and it is a splash or, finally, if it should be discarded because it has entered a solid object of the scene. Different rendering techniques are used for each case. Complex illumination parameters are computed for rain streaks to select textures matching them. These textures are generated in a preprocess step and realistically simulate light when interacting with the optical properties of the water drops.
dc.language.isoeng
dc.publisherUniversitat Politècnica de Catalunya
dc.rightsAttribution-NonCommercial-NoDerivs 3.0 Spain
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/es/
dc.subjectÀrees temàtiques de la UPC::Informàtica::Infografia
dc.subject.lcshInformation display systems
dc.subject.lcshReal-time data processing
dc.titleReal-time Realistic Rain Rendering
dc.typeMaster thesis
dc.subject.lemacVisualització (Informàtica)
dc.subject.lemacTemps real (Informàtica)
dc.rights.accessOpen Access
dc.audience.educationlevelMàster
dc.audience.mediatorFacultat d'Informàtica de Barcelona
dc.audience.degreeMÀSTER UNIVERSITARI EN COMPUTACIÓ (Pla 2006)


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