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Nature in computer graphics
WaterWater, as stated above, is the most difficult natural object to handle. Not only does it move in extremely complex ways but it also refracts and reflects light both internally and externally. Early Methods The earliest attempts at rendering water all used bump mapping (Blinn[6]), height maps created by the perturbation of flat surfaces (Schachter[7]) and ray tracing (Newell[8]). These early techniques all lacked two important abilities of water and more specifically, waves. They could not interact or cast shadows. Later, these techniques were enhanced by the introduction of particle systems (Reeves[9]) and the development of algorithms to simulate the interaction between liquids and solids. Recent Methods The introduction of reflection, refraction and caustics algorithms in the early nineties finally completed the basis for rendering water. Recent works implement combinations of particles and textures in combination with fast solvers for the differential equations concerned with fluid motion. Also, Premoze et al.[10] includes whitecaps that form on water where waves break. Rain The two main subsets of rain rendering methods are: Particle-based and Physically-based. The first lends higher frame rates whereas the second aims at the physical correctness thereof. Rousseau et al.[11] introduces a method to realistically render rain in real-time. The shape of a raindrop (in polar coordinates) is given by: |