Computer modelling of fallen snow
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Photorealistic rendering of rain streaks
ACM SIGGRAPH 2006 Papers
Real-time rendering of realistic rain
ACM SIGGRAPH 2006 Sketches
Artist-directable real-time rain rendering in city environments
ACM SIGGRAPH 2006 Courses
Rendering falling rain and snow
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Creation and control of rain in virtual environments
The Visual Computer: International Journal of Computer Graphics
Real-time stochastic rasterization on conventional GPU architectures
Proceedings of the Conference on High Performance Graphics
Artist-directable real-time rain rendering in city environments
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Adaptive image space shading for motion and defocus blur
EGGH-HPG'12 Proceedings of the Fourth ACM SIGGRAPH / Eurographics conference on High-Performance Graphics
Material based splashing of water drops
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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Realistic rain simulation is a challenging problem due to the variety of different phenomena to consider. In this paper we propose a new rain rendering algorithm that extends present state of the art in the field, achieving real-time rendering of rain streaks and splashes with complex illumination effects, along with fog, halos and light glows as hints of the participating media. Our algorithm creates particles in the scene using an artist-defined storm distribution (e.g., provided as a 2D cloud distribution). Unlike previous algorithms, no restrictions are imposed on the rain area dimension or shape. Our technique adaptively samples the storm area to simulate rain particles only in the relevant regions and only around the observer. Particle simulation is executed entirely in the graphics hardware, by placing the particles at their updated coordinates at each time-step, also checking for collisions with the scene. To render the rain streaks, we use precomputed images and combine them to achieve complex illumination effects. Several optimizations are introduced to render realistic rain with virtually millions of falling rain droplets.