Real-time Rendering of Accumulated Snow

نویسندگان

  • Per Ohlsson
  • Stefan Seipel
چکیده

This paper presents a method of computing snow accumulation as a per pixel effect while rendering the scene. The method is similar to the shadow mapping method for shadow calculations. A depth buffer is used to find out how much snow a particular surface should receive. The amount of snow is then modified depending on the slope of the surface. To render the snow in a convincing way 3D noise is utilized for the lighting of the snow surface.

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تاریخ انتشار 2004