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 processing unit (GPU). Unlike the general 3D volume rendering problem, an auroral display is emissive and can be factored into a height-dependent energy deposition function, and a 2D electron flux...
Main Authors: | , |
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Other Authors: | |
Format: | Article in Journal/Newspaper |
Language: | English |
Published: |
Václav Skala - UNION Agency
2011
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Subjects: | |
Online Access: | http://hdl.handle.net/11025/1242 http://wscg.zcu.cz/WSCG2011/!_2011_J_WSCG_1-3.pdf |
Summary: | We present a combination of techniques to render the aurora borealis in real time on a modern graphics processing unit (GPU). Unlike the general 3D volume rendering 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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