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Snow Accumulation in Real-time
University of Gävle, Department of Mathematics, Natural and Computer Sciences, Ämnesavdelningen för datavetenskap.
University of Gävle, Department of Mathematics, Natural and Computer Sciences, Ämnesavdelningen för datavetenskap.
2002 (English)In: Proceedings from SIGRAD 2002, 2002, p. 11-15Conference paper, Published paper (Refereed)
Abstract [en]

Whenever real-time snowfall is animated in computer games, no snow accumulation is simulated, as far as we know. Instead, so-called zero thickness is used, which means that the blanket of snow does not grow when the snowflakes reach the ground. In this paper we present a method for simulation of snow accumulation, which simulates the different stages, starting with a snow free environment and ending with a totally snow covered scene, all in real-time. The main focus is not on the physical properties of snow but on speed and visual result.

Place, publisher, year, edition, pages
2002. p. 11-15
Identifiers
URN: urn:nbn:se:hig:diva-1020OAI: oai:DiVA.org:hig-1020DiVA, id: diva2:117682
Conference
Sigrad 2002, Linköpings universitet, Norrköping, Sweden, November 28th and 29th, 2002
Available from: 2008-01-11 Created: 2008-01-11 Last updated: 2018-03-13Bibliographically approved

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Hast, Anders

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CiteExportLink to record
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