Interactive Volume Rendering Aurora on the GPU
We present a combination of techniques to render the aurora borealis in real time on a modern graphics pro-cessing unit (GPU). Unlike the general 3D volume ren-dering problem, an auroral display is emissive and can be factored into a height-dependent energy deposition function, and a 2D electron flu...
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ftciteseerx:oai:CiteSeerX.psu:10.1.1.689.6314 2023-05-15T15:33:50+02:00 Interactive Volume Rendering Aurora on the GPU Orion Sky Lawlor Jon Genetti The Pennsylvania State University CiteSeerX Archives application/pdf http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.689.6314 en eng http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.689.6314 Metadata may be used without restrictions as long as the oai identifier remains attached to it. https://www.cs.uaf.edu/%7Eolawlor/papers/2010/aurora/lawlor_aurora_2010.pdf Volume rendering aurora borealis atmo- spheric text ftciteseerx 2016-01-08T18:17:38Z We present a combination of techniques to render the aurora borealis in real time on a modern graphics pro-cessing unit (GPU). Unlike the general 3D volume ren-dering problem, an auroral display is emissive and can be factored into a height-dependent energy deposition function, and a 2D electron flux map. We also present a GPU-friendly atmosphere model, which includes an integrable analytic approximation of the atmosphere’s density along a ray. Together, these techniques enable a modern consumer graphics card to realistically render the aurora at 20–80fps, from any point of view either inside or outside the atmosphere. Text aurora borealis ren Unknown |
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Open Polar |
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English |
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Volume rendering aurora borealis atmo- spheric |
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Volume rendering aurora borealis atmo- spheric Orion Sky Lawlor Jon Genetti Interactive Volume Rendering Aurora on the GPU |
topic_facet |
Volume rendering aurora borealis atmo- spheric |
description |
We present a combination of techniques to render the aurora borealis in real time on a modern graphics pro-cessing unit (GPU). Unlike the general 3D volume ren-dering problem, an auroral display is emissive and can be factored into a height-dependent energy deposition function, and a 2D electron flux map. We also present a GPU-friendly atmosphere model, which includes an integrable analytic approximation of the atmosphere’s density along a ray. Together, these techniques enable a modern consumer graphics card to realistically render the aurora at 20–80fps, from any point of view either inside or outside the atmosphere. |
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The Pennsylvania State University CiteSeerX Archives |
format |
Text |
author |
Orion Sky Lawlor Jon Genetti |
author_facet |
Orion Sky Lawlor Jon Genetti |
author_sort |
Orion Sky |
title |
Interactive Volume Rendering Aurora on the GPU |
title_short |
Interactive Volume Rendering Aurora on the GPU |
title_full |
Interactive Volume Rendering Aurora on the GPU |
title_fullStr |
Interactive Volume Rendering Aurora on the GPU |
title_full_unstemmed |
Interactive Volume Rendering Aurora on the GPU |
title_sort |
interactive volume rendering aurora on the gpu |
url |
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.689.6314 |
genre |
aurora borealis ren |
genre_facet |
aurora borealis ren |
op_source |
https://www.cs.uaf.edu/%7Eolawlor/papers/2010/aurora/lawlor_aurora_2010.pdf |
op_relation |
http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.689.6314 |
op_rights |
Metadata may be used without restrictions as long as the oai identifier remains attached to it. |
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1766364441786449920 |