These models assume that light is emitted, absorbed, and scattered by a large number of particles in the volume. Volumetric models are better suited for creating such effects. Fluids, clouds, fire, smoke, fog, and dust are difficult to model with geometric primitives. Many visual effects are volumetric in nature. This chapter presents texture-based volume rendering techniques that are used for visualizing three-dimensional data sets and for creating high-quality special effects. The CD content, including demos and content, is available on the web and for download. You can purchase a beautifully printed version of this book, and others in the series, at a 30% discount courtesy of InformIT and Addison-Wesley. GPU Gems is now available, right here, online.
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