Pattern based procedural textures
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Real-Time, Accurate Depth of Field using Anisotropic Diffusion and Programmable Graphics Cards
3DPVT '04 Proceedings of the 3D Data Processing, Visualization, and Transmission, 2nd International Symposium
UberFlow: a GPU-based particle engine
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Fast and reliable collision culling using graphics hardware
Proceedings of the ACM symposium on Virtual reality software and technology
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An efficient method for rain simulation in 3D environment is proposed in this paper. By taking advantage of the parallelism and programmability of GPUs (Graphic Processing Units), real-time interaction can be achieved. Splashing of raindrop is simulated using collision detection, series of stylized textures and rotations of point sprites. To simulate wind-driven raining effect, the motion of particles can be freely controlled based on Newtonian dynamics. We can also control the size of raindrops dynamically by using different textures or changing the size of point sprites. To achieve living rendering of raining scenes, the effects have been applied such as lighting, DOF (depth of field). Many experiments have been done in 3D scenes with different geometries complexity and particle system complexity. The test results show that our method is efficient and is feasible to solve the problem of real-time rain simulation for 3D scenes with complex geometries.