Implementing LOD for physically-based real-time fire rendering
In this paper, I present a framework for implementing level of detail (LOD) for a 3d physically based fire rendering running on the GPU. While realistic fire rendering that runs in real time exists, it is generally not used in real-time applications such as game, due to the high cost of running such...
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Format: | Others |
Language: | English |
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Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap
2007
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Online Access: | http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-8814 |