Article | Special Effects and Rendering. Proceedings from SIGRAD 2002; Linköpings universitet; Norrköping; Sweden; November 28th and 29th; 2002 | Snow Accumulation in Real-time

Title:
Snow Accumulation in Real-time
Author:
Håkan Haglund: Department of mathematics, nature and computer science, University of G√§vle, Sweden Mattias Andersson: Department of mathematics, nature and computer science, University of G√§vle, Sweden Anders Hast: Creative Media Lab, University of G√§vle, Sweden
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Year:
2002
Conference:
Special Effects and Rendering. Proceedings from SIGRAD 2002; Linköpings universitet; Norrköping; Sweden; November 28th and 29th; 2002
Issue:
007
Article no.:
002
Pages:
11-15
No. of pages:
6
Publication type:
Abstract and Fulltext
Published:
2002-11-28
Series:
Linköping Electronic Conference Proceedings
ISSN (print):
1650-3686
ISSN (online):
1650-3740
Publisher:
Linköping University Electronic Press; Linköpings universitet


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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.

Special Effects and Rendering. Proceedings from SIGRAD 2002; Linköpings universitet; Norrköping; Sweden; November 28th and 29th; 2002

Author:
Håkan Haglund, Mattias Andersson, Anders Hast
Title:
Snow Accumulation in Real-time
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Special Effects and Rendering. Proceedings from SIGRAD 2002; Linköpings universitet; Norrköping; Sweden; November 28th and 29th; 2002

Author:
Håkan Haglund, Mattias Andersson, Anders Hast
Title:
Snow Accumulation in Real-time
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