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Authors:Håkan Haglund: Department of mathematics, nature and computer science, University of Gävle, Sweden
Mattias Andersson: Department of mathematics, nature and computer science, University of Gävle, Sweden
Anders Hast: Creative Media Lab, University of Gävle, Sweden
Publication title:Snow Accumulation in Real-time
Conference:Special Effects and Rendering. Proceedings from SIGRAD 2002, Linköpings universitet, Norrköping, Sweden, November 28th and 29th, 2002
Publication type: Abstract and Fulltext
Issue:007
Article No.:002
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.
Language:English
Year:2002
No. of pages:6
Pages:11-15
Series:Linköping Electronic Conference Proceedings
ISSN (print):1650-3686
ISSN (online):1650-3740
File:http://www.ep.liu.se/ecp/007/002/ecp00702.pdf
Available:2002-11-28
Publisher:Linköping University Electronic Press, Linköpings universitet

REFERENCE TO THIS PAGE
Håkan Haglund, Mattias Andersson, Anders Hast (2002). Snow Accumulation in Real-time, Special Effects and Rendering. Proceedings from SIGRAD 2002, Linköpings universitet, Norrköping, Sweden, November 28th and 29th, 2002 http://www.ep.liu.se/ecp_article/index.en.aspx?issue=007;article=002 (accessed 9/21/2014)