Real-time rendering of planets with atmospheres
Date issued
2007
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
This paper presents a real time technique for planetary rendering and atmospheric scattering effects. Our implementation
is based on Nishita’s atmospheric model which describes actual physical phenomena, taking into account air molecules and
aerosols, and on a continuous level-of-detail planetary renderer. We obtain interactive frame rates by combining the CPU
bound spherical terrain rendering with the GPU computation of the atmospheric scattering. In contrast to volume rendering
approaches, the parametrization of the light attenuation integral we use makes it possible to pre-compute it completely. The
GPU is used for determining the texture coordinates of the pre computed 3D texture, taking into account the actual spatial
parameters. Our approach benefits from its independence of the rendered terrain geometry. Therefore, we demonstrate the
utility of our approach showing planetary renderings of Earth and Mars.
Description
Subject(s)
atmosférický rozptyl, sledování paprsku, planety, vykreslování, GPU, terén
Citation
Journal of WSCG. 2007, vol. 15, no. 1-3, p. 91-98.