SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
IEEE Computer Graphics and Applications
Shaders for Game Programmers and Artists (Premier Press Game Development (Paperback))
Shaders for Game Programmers and Artists (Premier Press Game Development (Paperback))
Tools for Procedural Generation of Plants in Virtual Scenes
ICCS 2009 Proceedings of the 9th International Conference on Computational Science
Dynamic cloud simulation using cellular automata and texture splatting
Proceedings of the 2010 Summer Computer Simulation Conference
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Hi-index | 0.00 |
Real-time virtual reality applications, including games, increasingly use outdoor environments. A common task in an earth-type environment is to render a sky that is realistic both in terms of imagery and physics. Programmable graphics hardware offers the opportunity to procedurally generate and render a highly realistic sky at a minimal cost. We propose an integrated set of efficient algorithms that run in graphics hardware for interactive sky rendering that is fully parameterized for real-time control. Features of our method include multi-layered dynamic clouds and stars that individually flicker at varying intensity and rate.