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[MF+06]  Real-Time Rendering of Cartoon Smoke and Clouds

McGuire:2006:RRC (In proceedings)
Author(s)McGuire M. and Fein A.
Title« Real-Time Rendering of Cartoon Smoke and Clouds »
InProceedings of the Fourth International Symposium on Non-Photorealistic Animation and Rendering (NPAR 2006, Annecy, France, June 5--7, 2006)
Editor(s)Doug DeCarlo and Lee Markosian
Page(s)21--26
Year2006
PublisherACM Press
AddressNew York
URLhttp://cs.brown.edu/research/graphics/games/CartoonSmoke/
Editor(s)Doug DeCarlo and Lee Markosian

Abstract
We describe an algorithm for rendering animated smoke particle systems in a cartoon style. This style includes outlines and cel-shading. For efficient self-shadowing effects, we introduce nailboard shadow volumes that create complex shadows from few polygons. Including shadows, the renderer draws only three polygons per particle and entirely avoids the latency of depth buffer readback. We combine the renderer with a fast simulator that generates the phenomenology of real smoke but has artistically controllable parameters. Together they produce real-time interactive smoke animations at over 30 fps. Thus our algorithm is well-suited to applications where interactive performance and expressive power are preferred to realism; for example, video games and rapid development of animation.

BibTeX code
@inproceedings{McGuire:2006:RRC,
  optpostscript = {},
  optorganization = {},
  author = {Morgan McGuire and Andi Fein},
  optkey = {},
  optannote = {},
  optseries = {},
  editor = {Doug DeCarlo and Lee Markosian},
  url = {http://cs.brown.edu/research/graphics/games/CartoonSmoke/},
  address = {New York},
  localfile = {papers/McGuire.2006.RRC.pdf},
  optisbn = {},
  publisher = {ACM Press},
  optkeywords = {},
  optmonth = {},
  optciteseer = {},
  doi = {http://doi.acm.org/10.1145/1124728.1124733},
  optcrossref = {},
  optwww = {},
  booktitle = NPAR2006,
  optvolume = {},
  optnumber = {},
  abstract = {We describe an algorithm for rendering animated smoke particle
              systems in a cartoon style. This style includes outlines and
              cel-shading. For efficient self-shadowing effects, we introduce
              nailboard shadow volumes that create complex shadows from few
              polygons. Including shadows, the renderer draws only three
              polygons per particle and entirely avoids the latency of depth
              buffer readback. We combine the renderer with a fast simulator
              that generates the phenomenology of real smoke but has
              artistically controllable parameters. Together they produce
              real-time interactive smoke animations at over 30 fps. Thus our
              algorithm is well-suited to applications where interactive
              performance and expressive power are preferred to realism; for
              example, video games and rapid development of animation.},
  title = {{R}eal-{T}ime {R}endering of {C}artoon {S}moke and {C}louds},
  year = {2006},
  pages = {21--26},
}

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