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Konferensartikel - Refereegranskat, 2004

Real-time rendering of accumulated snow

Ohlsson P, Seipel S


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

Publicerad i

Linköping electronic conference proceedings
2004, Volym: 13, sidor: 25-32
Utgivare: Linköping University Electronic Press


SIGRAD 2004: Special theme - Environmental visualization

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