@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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