Depicting fire and other gaseous phenomena using diffusion processes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
Physically based modeling and animation of fire
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Simulating fire with texture splats
Proceedings of the conference on Visualization '02
Volume Rendering of Pool Fire Data
IEEE Computer Graphics and Applications
Nailboards: A Rendering Primitive for Image Caching in Dynamic Scenes
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Particle systems—a technique for modeling a class of fuzzy objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Real-time multiple scattering in participating media with illumination networks
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
Animating physically based explosions in real-time
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
The research of the regional pollutant concentration visualization based on the particles
Proceedings of the 3rd International Symposium on Visual Information Communication
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This paper proposes an improved billboard rendering method that splats particles as aligned quadrilaterals similarly to previous techniques, but takes into account the spherical geometry of the particles during fragment processing. The new method can eliminate billboard clipping and popping artifacts of previous techniques, happening when the participating medium contains objects, or the camera flies into the volume. This paper also discusses how to use spherical billboards to render high detail explosions made of fire and smoke at high frame rates.