New data structures for orthogonal range queries
SIAM Journal on Computing
The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Particle animation and rendering using data parallel computation
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Advanced animation and rendering techniques
Advanced animation and rendering techniques
Reflection from layered surfaces due to subsurface scattering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Modeling soil: realtime dynamic models for soil slippage and manipulation
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Intensity fluctuations and natural texturing
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Interactive topological drawing
Interactive topological drawing
The computer modelling of fallen snow
The computer modelling of fallen snow
Geospecific rendering of alpine terrain
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Visual simulation of ice crystal growth
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
A hybrid algorithm for modeling ice formation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real time dynamic wind calculation for a pressure driven wind system
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Modeling the accumulation of wind-driven snow
ACM SIGGRAPH 2002 conference abstracts and applications
Light and materials in virtual cities
ACM SIGGRAPH 2008 classes
Parallel methods for real-time visualization of snow
PARA'06 Proceedings of the 8th international conference on Applied parallel computing: state of the art in scientific computing
ACM SIGGRAPH Asia 2010 papers
A real time computer model for wind-driven fallen snow
ACM SIGGRAPH ASIA 2010 Sketches
Algorithm for generating snow based on GPU
ICIMCS '10 Proceedings of the Second International Conference on Internet Multimedia Computing and Service
Wang-Tiles for the simulation and visualization of plant competition
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Constructing the virtual Jing-Hang Grand Canal with onto-draw
Expert Systems with Applications: An International Journal
Granular material deposition for simulation and texturing
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
Automated constraint placement to maintain pile shape
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
A geometric algorithm for snow distribution in virtual scenes
NPH'09 Proceedings of the Fifth Eurographics conference on Natural Phenomena
A spectral-particle hybrid method for rendering falling snow
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
Volume graphics modeling of ice thawing
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Technical Section: R4: Realistic rain rendering in realtime
Computers and Graphics
A material point method for snow simulation
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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In this paper, we present a new model of snow accumulation and stability for computer graphics. Our contribution is divided into two major components, each essential for modelling the appearance of a thick layer of snowfall on the ground.Our accumulation model determines how much snow a particular surface receives, allowing for such phenomena as flake flutter, flake dusting and wind-blown snow. We compute snow accumulation by shooting particles upwards towards the sky, giving each source surface independent control over its own sampling density, accuracy and computation time. Importance ordering minimises sampling effort while maximising visual information, generating smoothly improving global results that can be interrupted at any point.Once snow lands on the ground, our stability model moves material away from physically unstable areas in a series of small, simultaneous avalanches. We use a simple local stability test that handles very steep surfaces, obstacles, edges, and wind transit. Our stability algorithm also handles other materials, such as flour, sand, and flowing water.