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Snow accumulation and ge neration
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Snow accumulation and ge neration

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  • 1. SNOW ACCUMULATION ANDGENERATION Yuanhui
  • 2. MAIN PARTS Particle Rendering for Snow Generation Shadow Mapping for Snow Accumulation Fog Effect
  • 3. SNOW ACCUMULATION Rendering Depth Map  From the view of the sky with orthographic camera  Render depth values to texture
  • 4. SNOW ACCUMULATION Rendering Object  Shadow testing: not exposed when depth larger than depth map value  Read depth map value  VL = Ms * Mp * Mv * Mm * V  VL projected vertex from light source  Ms scale matrix (-1, 1) to (0, 1)  Mp light source projection  Mv light source view from world  Mm model to world  V vertices
  • 5. SNOW ACCUMULATION  Incline Coefficient  dot(Y, normal)http://http.download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/Direct3D9/src/SnowAccumulation/Docs/SnowAccumulation.pdf
  • 6. SNOW GENERATION Random Position Particles Rendering  glEnable(GL_POINT_SPRITE)  glEnable(GL_VERTEX_PROGRAM_POINT_SIZE)  gl_PointSize  GL_POINTS Particle Animation  calculate alpha (vertex shader)
  • 7. FOG EFFECT http://www.ozone3d.net/tutorials/glsl_fog/p02.php
  • 8. REFERENCE http://http.download.nvidia.com/developer/SDK/Indi vidual_Samples/DEMOS/Direct3D9/src/SnowAccu mulation/Docs/SnowAccumulation.pdf https://graphics.stanford.edu/wikis/cs248-11- winter/CS_248%3A_Interactive_Computer_Graphic s?action=AttachFile&do=get&target=OpenGLParticl es.pdf http://www.ozone3d.net/tutorials/glsl_fog http://www.opengl-tutorial.org/intermediate- tutorials/tutorial-16-shadow-mapping/
  • 9. THANKS!

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