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dc.contributor.authorIlmonen, Tommi
dc.contributor.authorTakala, Topio
dc.contributor.authorLaitinen, Juha
dc.contributor.editorJorge, Joaquim
dc.contributor.editorSkala, Václav
dc.identifier.citationWSCG '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.description.abstractThis 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.format6 s.cs
dc.publisherVáclav Skala - UNION Agencyen
dc.relation.ispartofseriesWSCG '2006: Short Papers Proceedingsen
dc.rights© Václav Skala - UNION Agencycs
dc.subjectreal-time vykreslovánícs
dc.subjectčásticové systémycs
dc.subjectgrafické procesorycs
dc.titleSoft Edges and Burning Things: Enhanced Real-Time Rendering of Particle Systemsen
dc.typekonferenční příspěvekcs
dc.subject.translatedreal-time renderingen
dc.subject.translatedparticle systemsen
dc.subject.translatedgraphic processing unitsen
Appears in Collections:WSCG '2006: Short Papers Proceedings

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