dc.rights.license | CC-BY-NC-ND | |
dc.contributor.advisor | Vangorp, P. | |
dc.contributor.author | Spijk, Mina | |
dc.date.accessioned | 2024-11-01T01:02:15Z | |
dc.date.available | 2024-11-01T01:02:15Z | |
dc.date.issued | 2024 | |
dc.identifier.uri | https://studenttheses.uu.nl/handle/20.500.12932/48068 | |
dc.description.abstract | Although 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.sponsorship | Utrecht University | |
dc.language.iso | EN | |
dc.subject | Although 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.title | Applying Volumetric Sampling Methods to the Rendering of Rain Droplets | |
dc.type.content | Master Thesis | |
dc.rights.accessrights | Open Access | |
dc.subject.courseuu | Game and Media Technology | |
dc.thesis.id | 40714 | |