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Reference TypeConference Proceedings
Sitesibgrapi.sid.inpe.br
Identifier8JMKD3MGPBW34M/3887P7S
Repositorysid.inpe.br/sibgrapi/2010/09.09.17.01
Last Update2010:09.09.17.01.54 barcellos@cos.ufrj.br
Metadatasid.inpe.br/sibgrapi/2010/09.09.17.01.54
Metadata Last Update2010:10.01.04.19.39 barcellos@cos.ufrj.br
Citation KeyCoutinho:2010:RaScAn
TitleRain Scene Animation Through Particle Systems and Surface Flow Simulation by SPH
FormatPrinted, On-line.
Year2010
DateAug. 30 - Sep. 3, 2010
Access Date2020, Dec. 05
Number of Files1
Size5428 KiB
Context area
AuthorCoutinho, Bruno Barcellos de Souza
AffiliationCOPPE - UFRJ
EditorBellon, Olga
Esperanša, Claudio
e-Mail Addressbarcellos@cos.ufrj.br
Conference NameConference on Graphics, Patterns and Images, 23 (SIBGRAPI)
Conference LocationGramado
Book TitleProceedings
PublisherIEEE Computer Society
Publisher CityLos Alamitos
History2010-10-01 04:19:39 :: barcellos@cos.ufrj.br -> :: 2010
Content and structure area
Is the master or a copy?is the master
Document Stagecompleted
Transferable1
Content TypeExternal Contribution
Tertiary TypeFull Paper
Keywordsrain animation, SPH, particle system, PRT, terrain model.
AbstractRealistic 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.
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Languageen
Target FileRainOnSPH_LASTVERSION.pdf
User Groupbarcellos@cos.ufrj.br
Visibilityshown
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Mirror Repositorydpi.inpe.br/banon-pc2@80/2006/08.30.19.27
Host Collectionsid.inpe.br/banon/2001/03.30.15.38
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Empty Fieldsaccessionnumber 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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