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dc.rights.licenseCC-BY-NC-ND
dc.contributor.advisorVangorp, P.
dc.contributor.authorSpijk, Mina
dc.date.accessioned2024-11-01T01:02:15Z
dc.date.available2024-11-01T01:02:15Z
dc.date.issued2024
dc.identifier.urihttps://studenttheses.uu.nl/handle/20.500.12932/48068
dc.description.abstractAlthough rain is a common element in media such as video games and movies, the rendering of rain drops is scarcely researched and often lacks realism: methods often use a real-time solution with many unrealistic assumptions. While fully correct solutions are technically easy to implement, these are noisy and slow to compute. This thesis demonstrates the realism that can be achieved by simulating rain drops as a volume, similar to clouds or fog.
dc.description.sponsorshipUtrecht University
dc.language.isoEN
dc.subjectAlthough rain is a common element in media such as video games and movies, the rendering of rain drops is scarcely researched and often lacks realism: methods often use a real-time solution with many unrealistic assumptions. While fully correct solutions are technically easy to implement, these are noisy and slow to compute. This thesis demonstrates the realism that can be achieved by simulating rain drops as a volume, similar to clouds or fog.
dc.titleApplying Volumetric Sampling Methods to the Rendering of Rain Droplets
dc.type.contentMaster Thesis
dc.rights.accessrightsOpen Access
dc.subject.courseuuGame and Media Technology
dc.thesis.id40714


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