Abstract | ||
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Current rain solutions are capable of offering very realistic images. Nevertheless, this realism often involves extremely high rendering costs. Our proposal is aimed at facilitating the creation and management of rain scenes. On the one hand, we define the areas in which it is raining and, on the other hand, we perform a suitable management of the particle systems inside them. The latter step is reached by means of level-of-detail techniques which are applied directly in the Geometry Shader by modifying the size and the number of rendered particles. Our results prove that fully-integrating the level-of-detail management in the GPU considerably increases the final performance. |
Year | Venue | Keywords |
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2009 | GRAPP 2009: PROCEEDINGS OF THE FOURTH INTERNATIONAL CONFERENCE ON COMPUTER GRAPHICS THEORY AND APPLICATIONS | Real-time Rain, Particle Systems, Multiresolution, Virtual Environments, GPU, Geometry Shader |
Field | DocType | Citations |
Computer graphics (images),Computer science,Rendering (computer graphics) | Conference | 0 |
PageRank | References | Authors |
0.34 | 1 | 3 |
Name | Order | Citations | PageRank |
---|---|---|---|
Anna Puig-Centelles | 1 | 23 | 4.50 |
Oscar Ripolles | 2 | 40 | 8.61 |
Miguel Chover | 3 | 96 | 23.80 |