Identity statement area | |
Reference Type | Conference Paper (Conference Proceedings) |
Site | sibgrapi.sid.inpe.br |
Identifier | 8JMKD3MGPBW34M/3887P7S |
Repository | sid.inpe.br/sibgrapi/2010/09.09.17.01 |
Last Update | 2010:09.09.17.01.54 barcellos@cos.ufrj.br |
Metadata | sid.inpe.br/sibgrapi/2010/09.09.17.01.54 |
Metadata Last Update | 2010:10.01.04.19.39 barcellos@cos.ufrj.br |
Citation Key | Coutinho:2010:RaScAn |
Title | Rain Scene Animation Through Particle Systems and Surface Flow Simulation by SPH  |
Format | Printed, On-line. |
Year | 2010 |
Date | Aug. 30 - Sep. 3, 2010 |
Access Date | 2021, Jan. 19 |
Number of Files | 1 |
Size | 5428 KiB |
Context area | |
Author | Coutinho, Bruno Barcellos de Souza |
Affiliation | COPPE - UFRJ |
Editor | Bellon, Olga Esperança, Claudio |
e-Mail Address | barcellos@cos.ufrj.br |
Conference Name | Conference on Graphics, Patterns and Images, 23 (SIBGRAPI) |
Conference Location | Gramado |
Book Title | Proceedings |
Publisher | IEEE Computer Society |
Publisher City | Los Alamitos |
Tertiary Type | Full Paper |
History | 2010-10-01 04:19:39 :: barcellos@cos.ufrj.br -> :: 2010 |
Content and structure area | |
Is the master or a copy? | is the master |
Content Stage | completed |
Transferable | 1 |
Content Type | External Contribution |
Keywords | rain animation, SPH, particle system, PRT, terrain model. |
Abstract | Realistic rain scenes animation is a complex task due to both the rendering and fluid dynamics simulation issues. The associated phenomena, like rain strokes rendering, splashing of raindrops and the simulation of the generated surface flow are known difficulties in this area. This paper describes a computational framework to incorporate these elements in a scene containing a digital terrain model (DTM). In the rain model, the raindrops are modeled by a particle system implemented in GPU. Each particle represents a drop and the Precomputed Radiance Transfer (PRT), expressed in a spherical harmonics bases, is used to incorporate environment lightning to the rendering engine. The Smoothed Particle Hydrodynamics (SPH) method is employed for simulating the superficial flow over the terrain and lake formations. The rendering of the fluid free surface is performed by applying an environment mapping technique plus Fresnel effects to a regular geometric representation known as ``carpet''. The experimental results show the potential of the proposed pipeline for computer graphics and highlight the fact that it is a promising framework for real time applications. |
source Directory Content | there are no files |
agreement Directory Content | there are no files |
Conditions of access and use area | |
data URL | http://urlib.net/rep/8JMKD3MGPBW34M/3887P7S |
zipped data URL | http://urlib.net/zip/8JMKD3MGPBW34M/3887P7S |
Language | en |
Target File | RainOnSPH_LASTVERSION.pdf |
User Group | barcellos@cos.ufrj.br |
Visibility | shown |
Allied materials area | |
Mirror Repository | dpi.inpe.br/banon-pc2@80/2006/08.30.19.27 |
Host Collection | sid.inpe.br/banon/2001/03.30.15.38 |
Notes area | |
Empty Fields | accessionnumber archivingpolicy archivist area callnumber copyholder copyright creatorhistory descriptionlevel dissemination documentstage doi edition electronicmailaddress group holdercode isbn issn label lineage mark nextedition nexthigherunit notes numberofvolumes orcid organization pages parameterlist parentrepositories previousedition previouslowerunit progress project readergroup readpermission resumeid rightsholder secondarydate secondarykey secondarymark secondarytype serieseditor session shorttitle sponsor subject tertiarymark type url versiontype volume |
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