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Real-time screen-space liquid rendering with complex refractions
http://hdl.handle.net/2241/00144271
http://hdl.handle.net/2241/001442718e8421a2-9114-4739-bd6c-a694cf3ba8a9
名前 / ファイル | ライセンス | アクション |
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CAVW_27 (7.4 MB)
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Item type | Journal Article(1) | |||||
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公開日 | 2016-11-04 | |||||
タイトル | ||||||
タイトル | Real-time screen-space liquid rendering with complex refractions | |||||
言語 | ||||||
言語 | eng | |||||
資源タイプ | ||||||
資源 | http://purl.org/coar/resource_type/c_6501 | |||||
タイプ | journal article | |||||
著者 |
Imai, Takuya
× Imai, Takuya× Kanamori, Yoshihiro× Mitani, Jun |
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著者別名 |
金森, 由博
× 金森, 由博× 三谷, 純 |
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抄録 | ||||||
内容記述タイプ | Abstract | |||||
内容記述 | Particle-based liquid is often rendered only with single refraction in real-time applications, which deteriorates the reality of liquid. We present a screen-space method for rendering particle-based liquids with up to four refractions in real time. Our method separates liquid particles into splashes and aggregations (i.e., liquid bodies) and generates a pair of depth maps of front-facing and back-facing surfaces for each. We use the depth maps of splashes as they are but smooth those of aggregations to reduce small bumps. For smoothing depth, we iteratively fit planes locally using moving least squares, unlike previous filtering-based approaches that cause undesirable refractions around depth boundaries. By calculating refractions with physically based light attenuation, our method can render liquids more realistically than previous methods. Copyright © 2016 John Wiley & Sons, Ltd. | |||||
書誌情報 |
Computer animation & virtual worlds 巻 27, 号 3-4, p. 425-434, 発行日 2016-05 |
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ISSN | ||||||
収録物識別子タイプ | ISSN | |||||
収録物識別子 | 15464261 | |||||
書誌レコードID | ||||||
収録物識別子タイプ | NCID | |||||
収録物識別子 | AA11865906 | |||||
DOI | ||||||
識別子タイプ | DOI | |||||
関連識別子 | 10.1002/cav.1707 | |||||
権利 | ||||||
権利情報 | © 2016 John Wiley & Sons, Ltd. | |||||
著者版フラグ | ||||||
値 | author | |||||
出版者 | ||||||
出版者 | Wiley |