SNOW ACCUMULATION AND
GENERATION
                Yuanhui
MAIN PARTS
   Particle Rendering for Snow Generation
   Shadow Mapping for Snow Accumulation
   Fog Effect
SNOW ACCUMULATION
   Rendering Depth Map
     From the view of the sky with orthographic camera
     Render depth values to texture
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
SNOW ACCUMULATION
       Incline Coefficient
           dot(Y, normal)




http://http.download.nvidia.com/developer/SDK/Individual_Samples/
DEMOS/Direct3D9/src/SnowAccumulation/Docs/SnowAccumulation.pdf
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)
FOG EFFECT




    http://www.ozone3d.net/tutorials/glsl_fog/p02.php
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/
THANKS!

Snow accumulation and ge neration

  • 1.
  • 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.