DocumentCode
2017150
Title
Generating and Rendering Procedural Clouds in Real Time on Programmable 3D Graphics Hardware
Author
Hasan, M. Mahmud ; Karim, M. Sazzad ; Ahmed, Emdad
fYear
2005
fDate
24-25 Dec. 2005
Firstpage
1
Lastpage
6
Abstract
This paper discusses a process of generating and rendering procedural clouds for 3D environments using programmable 3D graphics hardware. Cloud texture generation is performed using Perlin noise and turbulence functions. Our implementation is done in OpenGL supported GPUs with programmable vertex & fragment processing pipeline that supports OpenGL shading language (GLSL). We have performed a performance benchmark against other existing implementations and found very convincing results, as our approach yields greater FPS than those reported earlier in the literature, as well as our solution is platform independent and portable. The technique can be used in real-time graphics applications, games, film special effects and visual simulations etc
Keywords
computer graphic equipment; image texture; realistic images; rendering (computer graphics); OpenGL shading language; Perlin noise; graphics processing unit; procedural cloud rendering; programmable 3D graphics hardware; realistic image; turbulence function; Application software; Central Processing Unit; Cloud computing; Graphics; Hardware; Noise generators; Pipelines; Rendering (computer graphics); Working environment noise; Workstations; FPS; GLSL; GPU; PBuffer; Perlin Noise; Procedural cloud; Real time Rendering; Render to Texture;
fLanguage
English
Publisher
ieee
Conference_Titel
9th International Multitopic Conference, IEEE INMIC 2005
Conference_Location
Karachi
Print_ISBN
0-7803-9429-1
Electronic_ISBN
0-7803-9430-5
Type
conf
DOI
10.1109/INMIC.2005.334442
Filename
4133457
Link To Document