Conference paper - Peer-reviewed, 2004
Real-time rendering of accumulated snow
Ohlsson P, Seipel S
Abstract
This paper presents a method of computing snow accumulation as a per pixel effect while rendering the scene. The method is similar to the shadow mapping method for shadow calculations. A depth buffer is used to find out how much snow a particular surface should receive. The amount of snow is then modified depending on the slope of the surface. To render the snow in a convincing way 3D noise is utilized for the lighting of the snow surface
Published in
Linköping electronic conference proceedings
2004, Volume: 13, pages: 25-32
Publisher: Linköping University Electronic Press
Conference
SIGRAD 2004: Special theme - Environmental visualization
SLU Authors
Permanent link to this page (URI)
https://res.slu.se/id/publ/5708