摘要
An efficient algorithm for vivid fluid surface rendering is presented. Firstly, a new computing model is defined, which replaces the spherical kernel with ellipsoidal kernel. Furthermore, the scalar field function of particle uses a restraint and adjustment way to adaptively compute the particle sizes. Comparison with the traditional methods, it has better accuracy due to full consideration for the distribution of neighboring particles. In addition, it automatically computes grid resolution according to the particle sizes and reconstructs surface from the near fluid surface particle data. Finally in the rendering stage, the geometric and lighting calculations are decoupled for rendering the objects in scene, and a screen-space method is used to render caustics and refraction. The results demonstrate a significant improvement in the quality of rendered surfaces as compared to existing methods.
| 源语言 | 英语 |
|---|---|
| 页(从-至) | 1217-1222 |
| 页数 | 6 |
| 期刊 | Jisuanji Fuzhu Sheji Yu Tuxingxue Xuebao/Journal of Computer-Aided Design and Computer Graphics |
| 卷 | 27 |
| 期 | 7 |
| 出版状态 | 已出版 - 1 7月 2015 |
指纹
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