Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Ilmonen, Tommi | |
dc.contributor.author | Takala, Topio | |
dc.contributor.author | Laitinen, Juha | |
dc.contributor.editor | Jorge, Joaquim | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2013-12-16T07:49:50Z | |
dc.date.available | 2013-12-16T07:49:50Z | |
dc.date.issued | 2006 | |
dc.identifier.citation | WSCG '2006: Short Papers Proceedings: The 14-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006: University of West Bohemia, Plzen, Czech Republic, January 31 - February 2, 2006, p. 33-38. | en |
dc.identifier.isbn | 80-86943-05-4 | |
dc.identifier.uri | http://wscg.zcu.cz/WSCG2006/Papers_2006/Short/!WSCG2006_Short_Proceedings_Final.pdf | |
dc.identifier.uri | http://wscg.zcu.cz/WSCG2006/Papers_2006/Short/!WSCG2006_Short_Proceedings_Final.pdf | |
dc.identifier.uri | http://hdl.handle.net/11025/6588 | |
dc.description.abstract | This paper describes two methods that can be used to enhance the looks of particle systems. These methods t applications that use modern graphics hardware for rendering. The rst method removes clipping artifacts. These artifacts often appear when a fuzzy particle texture intersects solid geometry, resulting in a visible, undesireable edge in the rendered graphics. This problem can be overcome by softening the edges with proper shading algorithms. The second method of this paper presents the use of a ve-component color model. The parameters of the model are: red, green, blue, alpha and burn. The rst four color components have their usual meaning while the burn parameter is used to control the additivity of the color. This color model allows particles' alpha blending to range from pure additive (useful for rendering ames) to normal smoke-style rendering. This method can be implemented on most graphics hardware, even without shader support. | en |
dc.format | 6 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | en |
dc.relation.ispartofseries | WSCG '2006: Short Papers Proceedings | en |
dc.rights | © Václav Skala - UNION Agency | cs |
dc.subject | real-time vykreslování | cs |
dc.subject | částicové systémy | cs |
dc.subject | grafické procesory | cs |
dc.title | Soft Edges and Burning Things: Enhanced Real-Time Rendering of Particle Systems | en |
dc.type | konferenční příspěvek | cs |
dc.type | conferenceObject | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.subject.translated | real-time rendering | en |
dc.subject.translated | particle systems | en |
dc.subject.translated | graphic processing units | en |
dc.type.status | Peer-reviewed | en |
Vyskytuje se v kolekcích: | WSCG '2006: Short Papers Proceedings |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Ilmonen.pdf | Plný text | 491,55 kB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/6588
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