Authors:
Anna Puig-Centelles
;
Oscar Ripollesa
and
Miguel Chover
Affiliation:
Universitat Jaume I, Spain
Keyword(s):
Real-time Rain, Particle Systems, Multiresolution, Virtual Environments, GPU, Geometry Shader.
Related
Ontology
Subjects/Areas/Topics:
Animation and Simulation
;
Animation and Simulation of Natural Environments
;
Animation of Particle Systems
;
Computer Vision, Visualization and Computer Graphics
;
Geometry and Modeling
;
Graphics in Computer Games
;
Hardware Technologies for Augmented, Mixed and Virtual Environments
;
Interactive Environments
;
Modeling of Natural Scenes and Phenomena
;
Multi-Resolution Modeling
;
Real-Time Graphics
;
Real-Time Rendering
;
Rendering
Abstract:
Current rain solutions are capable of offering very realistic images. Nevertheless, this realism often involves extremely high rendering costs. Our proposal is aimed at facilitating the creation and management of rain scenes. On the one hand, we define the areas in which it is raining and, on the other hand, we perform a suitable management of the particle systems inside them. The latter step is reached by means of level-of-detail techniques which are applied directly in the Geometry Shader by modifying the size and the number of rendered particles. Our results prove that fully-integrating the level-of-detail management in the GPU considerably increases the final performance.