Publications

Hardware-accelerated real-time rendering of gaseous phenomena

Journal of Graphics Tools , 6(3), 1–16, 2001

Publication date: February 1, 2001

Radomír Měch

In this paper, the problem of rendering a gas in real time is approached by placing specific constraints on the distribution of densities and color inside the gas. A multi-pass algorithm for real-time rendering of a gas defined by a three-dimensional boundary is presented. The density and the color of the gas inside the boundary may be constant, or the color of a dense gas can be defined by a texture. This algorithm is combined with an existing algorithm for rendering layered fog so that the density and color inside the three-dimensional boundary can vary along a single axis. Despite the constraints, the algorithms can be used to render a variety of volumetric phenomena in real time. The OpenGL implementation of the algorithms presented in this paper is used in SGI's Performer, Version 2.4, released in November 2000.

Learn More

Research Area:  Adobe Research iconGraphics (2D & 3D)