Display of clouds taking into account multiple anisotropic scattering and sky light
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Real-time nonphotorealistic rendering
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Image precision silhouette edges
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
The edge buffer: a data structure for easy silhouette rendering
NPAR '00 Proceedings of the 1st international symposium on Non-photorealistic animation and rendering
Computer-generated pen-and-ink illustration of trees
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A simple, efficient method for realistic animation of clouds
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Simulation of natural scenes using textured quadric surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A real-time cloud modeling, rendering, and animation system
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Cartoon rendering of smoke animations
Proceedings of the 3rd international symposium on Non-photorealistic animation and rendering
A vortex particle method for smoke, water and explosions
ACM SIGGRAPH 2005 Papers
Real-time watercolor illustrations of plants using a blurred depth test
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
Real-time rendering of cartoon smoke and clouds
Proceedings of the 4th international symposium on Non-photorealistic animation and rendering
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We present several techniques to generate clouds and smoke with cartoon style and sketching obtaining interactive speed for the graphical results. The proposed method allows abstracting the visual and geometric complexity of the gaseous phenomena using a particle system. The abstraction process is made using implicit surfaces, which are used later to calculate the silhouette and obtain the result image. Additionally, we add detail layers that allow improvement of the appearance and provide the sensation of greater volume for the gaseous effect. Finally, we also include in our application a simulator that generates smoke animations.