CG International '90 Proceedings of the eighth international conference of the Computer Graphics Society on CG International '90: computer graphics around the world
Depicting fire and other gaseous phenomena using diffusion processes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Realistic animation of liquids
Graphical Models and Image Processing
Modeling the motion of a hot, turbulent gas
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Interacting with smoke and fire in real time
Communications of the ACM
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
Realistic visualisation of the Pompeii frescoes
AFRIGRAPH '01 Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation
Physically based modeling and animation of fire
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Structural modeling of flames for a production environment
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Very realistic graphics for visualising archaeological site reconstructions
SCCG '02 Proceedings of the 18th spring conference on Computer graphics
Simulating fire with texture splats
Proceedings of the conference on Visualization '02
Realistic and controllable fire simulation
GRIN'01 No description on Graphics interface 2001
Iterative Methods for Sparse Linear Systems
Iterative Methods for Sparse Linear Systems
An optimized soft shadow volume algorithm with real-time performance
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Photo-Consistent 3D Fire by Flame-Sheet Decomposition
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
Image-based tomographic reconstruction of flames
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
High fidelity reconstruction of the ancient Egyptian temple of Kalabsha
AFRIGRAPH '04 Proceedings of the 3rd international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
High dynamic range—a gateway for predictive ancient lighting
Journal on Computing and Cultural Heritage (JOCCH)
Physically-based realistic fire rendering
NPH'06 Proceedings of the Second Eurographics conference on Natural Phenomena
Real-time rendering and animation of plentiful flames
NPH'07 Proceedings of the Third Eurographics conference on Natural Phenomena
High dynamic range display of authentically illuminated Byzantine art from cyprus
VAST'07 Proceedings of the 8th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Accurate modelling of Roman lamps in conimbriga using high dynamic range
VAST'08 Proceedings of the 9th International conference on Virtual Reality, Archaeology and Cultural Heritage
Real-time animation of various flame shapes
VAST'06 Proceedings of the 7th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Recreating early Islamic glass lamp lighting
VAST'09 Proceedings of the 10th International conference on Virtual Reality, Archaeology and Cultural Heritage
Hi-index | 0.00 |
The goal of interactive walkthroughs in three dimensional computer reconstructions is to give people a sensation of immersion in different sites at different periods. Realism of these walkthroughs is achieved not only with detailed 3D models but also with a correct illumination regarding the means of lighting in those times. Working on the enhancement of the visual appearance of the computer reconstruction of the Gallo-Roman forum of Bavay, we propose a model that reproduces the shape, animation and illumination of simple flames produced by candles and oil lamps in real-time. Flame dynamics is simulated using a Navier-Stokes equation solver animating particle skeletons. Its shape is obtained using those particles as control points of a NURBS surface. The photometric distribution of a real flame is captured by a spectrophotometer and stored into a photometric solid. This one is used as a spherical texture in a pixel shader to compute accurately the illumination produced by the flame in any direction. Our model is compatible with existing shadow algorithms and designed to be easily incorporated in any cultural heritage real-time application.