|
ABSTRACT
We describe an algorithm for rendering animated smoke particle systems in a cartoon style. This style includes outlines and cel-shading. For efficient self-shadowing effects, we introduce nailboard shadow volumes that create complex shadows from few polygons. Including shadows, the renderer draws only three polygons per particle and entirely avoids the latency of depth buffer readback.We combine the renderer with a fast simulator that generates the phenomenology of real smoke but has artistically controllable parameters. Together they produce real-time interactive smoke animations at over 30 fps. Thus our algorithm is well-suited to applications where interactive performance and expressive power are preferred to realism; for example, video games and rapid development of animation.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
| |
1
|
Akenine-Möller, T., and Haines, E. 2002. Real-Time Rendering, AK Peters, Ltd. 2nd Edition. Sec 6.12.3, 261--269
|
 |
2
|
|
 |
3
|
|
| |
4
|
|
 |
5
|
|
 |
6
|
Bruce Gooch , Peter-Pike J. Sloan , Amy Gooch , Peter Shirley , Richard Riesenfeld, Interactive technical illustration, Proceedings of the 1999 symposium on Interactive 3D graphics, p.31-38, April 26-29, 1999, Atlanta, Georgia, United States
[doi> 10.1145/300523.300526]
|
| |
7
|
Lichtenstein, R. 1963. left panel of Whaam! Illustration. Magna on canvas. Tate Gallery, London
|
| |
8
|
|
| |
9
|
McGuire, M. 2006. A real-time, controllable simulator for plausible smoke. Tech Report CS-06-03, Brown Univ., Providence, RI.
|
 |
10
|
|
 |
11
|
|
 |
12
|
|
| |
13
|
|
 |
14
|
|
 |
15
|
|
 |
16
|
|
| |
17
|
Talbot, B. 1999. Full-page comic panel from Heart of Empire. no. 1, Dark Horse Comics. p. 15
|
 |
18
|
|
CITED BY
|
|
Ashley M. Eden , Adam W. Bargteil , Tolga G. Goktekin , Sarah Beth Eisinger , James F. O'Brien, A method for cartoon-style rendering of liquid animations, Proceedings of Graphics Interface 2007, May 28-30, 2007, Montreal, Canada
|
|