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Heterogeneous fog generated with the effect of light scattering and blur

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Języki publikacji
EN
Abstrakty
EN
The development of computer graphics forces new requirements on the developers, which will make the virtual world more similar to the real world. One of these elements is the simulation of fog. Common fog algorithms mix the color of the scene with the color of the fog over a certain distance. However, one feature of the naturally foggy scenery is ignored. With the distance and density of the fog, the observed scenery or individual objects become more blurred. In this paper we will present our implementation of the distance fog in the Unreal Engine 4, including the effect of blurring the foggy areas, simulating of light scattering and variations in fog density using noise.
Rocznik
Strony
31--43
Opis fizyczny
Bibliogr. 10 poz., il. kolor.
Twórcy
autor
  • University of Silesia, Institute of Computer Science, Będzińska 39, 41-200 Sosnowiec, Poland
autor
  • University of Silesia, Institute of Computer Science, Będzińska 39, 41-200 Sosnowiec, Poland
Bibliografia
  • [1] Giroud, A. and Biri, V., Modeling and rendering heterogeneous fog in realtime using B-Spline wavelets, WSCG 2010, 2010, pp. 145-152.
  • [2] Zdrojewska, D., Real time rendering of heterogenous fog based on the graphics hardware acceleration, http://old.cescg.org/CESCG-2004/web/ Zdrojewska-Dorota/, 2004, Accessed: 18 June 2018.
  • [3] Guo, F., Tang, J., and Xiao, X., Foggy Scene Rendering Based on Transmission Map Estimation, International Journal of Computer Games Technology, 2014.
  • [4] Hoffman, N. and Preetham, A. J., Rendering Outdoor Light Scattering in Real Time, http://amd-dev.wpengine.netdna-cdn.com/wordpress/ media/2012/10/ATI-LightScattering.pdf, 2002, Accessed: 18 June 2018.
  • [5] Narasimhan, S. G. and Nayar, S. K., Shedding Light on theWeather, In: IEEE Conference on Computer Vision and Pattern Recognition (CVPR), Vol. I, 2003, pp. 665-672.
  • [6] Sun, B., Ramamoorthi, R., Narasimhan, S. G., and Nayar, S. K., A Practical Analytic Single Scattering Model for Real Time Rendering, ACM Transactions on Graphics, Vol. 24, 2005, pp. 1040-1049.
  • [7] Billeter, M., Sintorn, E., and Assarsson, U., Real-time multiple scattering using light propagation volumes, In: I3D ’12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2012, pp. 119- 126.
  • [8] Klehm, O., Seidel, H., and Eisemann, E., Prefiltered single scattering, In: I3D ’14 Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2014, pp. 71-78.
  • [9] Nixon, M. and Aguado, A. S., Feature Extraction & Image Processing, chap. Basic image processing operations, Academic Press, 2nd ed., 2008, pp. 88-90.
  • [10] Shapiro, L. G. and Stockman, G., Computer Vision, chap. Gaussian Filtering and LOG Edge Detection, Prentice Hall, 2001, pp. 166-170.
Uwagi
Opracowanie rekordu w ramach umowy 509/P-DUN/2018 ze środków MNiSW przeznaczonych na działalność upowszechniającą naukę (2019).
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-baad2fe6-2562-4870-b640-d880343dcb7b
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