Modeling and Rendering of Clouds for Real-time Flight Simulation 


Vol. 16,  No. 5, pp. 307-318, Oct.  2009
10.3745/KIPSTA.2009.16.5.307


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  Abstract

Modeling and rendering of atmospheric phenomena such as clouds is one of most difficult research themes in the field of computer graphics, mainly due to its complexity, huge volume, ubiquitousness, etc. In this paper, we represent a system for real-time modeling and rendering of clouds, mainly aiming at the computer games and flight simulation applications. Our implementation generates various kinds of clouds including cirrus, stratus, and cumulus, through intuitive real-timeuser interactions. Then, additional details are automatically attached to them, using our own methods based on meta-balls or hierarchical spherical particles. After processing multiple scattering and anisotropic scattering, resulting particles are rendered into billboards, to finally achieve real-time processing.

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  Cite this article

[IEEE Style]

J. Y. Do, N. H. Baek, C. W. Lee, K. W. Ryu, "Modeling and Rendering of Clouds for Real-time Flight Simulation," The KIPS Transactions:PartA, vol. 16, no. 5, pp. 307-318, 2009. DOI: 10.3745/KIPSTA.2009.16.5.307.

[ACM Style]

Joo Young Do, Nak Hoon Baek, Chang Woo Lee, and Kwan Woo Ryu. 2009. Modeling and Rendering of Clouds for Real-time Flight Simulation. The KIPS Transactions:PartA, 16, 5, (2009), 307-318. DOI: 10.3745/KIPSTA.2009.16.5.307.