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- Barrera, T, et al.
(author)
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Faster shading by equal angle interpolation of vectors
- 2004
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In: IEEE Transactions on Visualization and Computer Graphics. - 1077-2626 .- 1941-0506. ; 10:2, s. 217-223
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Journal article (peer-reviewed)abstract
- In this paper, we show how spherical linear interpolation can be used to produce shading with a quality at least similar to Phong shading at a computational effort in the inner loop that is close to that of the Gouraud method. We show how to use the Chebyshev's recurrence relation in order to compute the shading very efficiently. Furthermore, it can also be used to interpolate vectors in such a way that normalization is not necessary, which will make the interpolation very fast. The somewhat larger setup effort required by this approach can be handled through table look up techniques.
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- Haglund, Håkan, et al.
(author)
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Snow Accumulation in Real-time
- 2002
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In: Proceedings from SIGRAD 2002. ; , s. 11-15
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Conference paper (peer-reviewed)abstract
- Whenever real-time snowfall is animated in computer games, no snow accumulation is simulated, as far as we know. Instead, so-called zero thickness is used, which means that the blanket of snow does not grow when the snowflakes reach the ground. In this paper we present a method for simulation of snow accumulation, which simulates the different stages, starting with a snow free environment and ending with a totally snow covered scene, all in real-time. The main focus is not on the physical properties of snow but on speed and visual result.
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