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dc.contributor.advisorMusse, Soraia Raupp
dc.contributor.authorTorchelsen, Rafael Piccinpt_BR
dc.date.accessioned2015-03-05T13:53:45Z
dc.date.accessioned2022-09-22T19:05:10Z
dc.date.available2015-03-05T13:53:45Z
dc.date.available2022-09-22T19:05:10Z
dc.date.issued2006-02-25
dc.identifier.urihttps://hdl.handle.net/20.500.12032/56750
dc.description.abstractThe objective of this work is to present a model for generation and animation of skies, in real-time, where clouds have a volumetric representation implemented using billboards. Clouds illumination performed using vertex-shader and a technique of light absorption similar to ray-casting algorithms. The main application of the model is for games and interactive entertainment, where large areas of nature must be visualized in a realistic representation. The main contributions of this work are: semi-automatic generation of three-dimensional clouds models, cloud illumination using a technique of light absorption to simulate dark areas of the cloud and the concept of climatic variation.en
dc.description.sponsorshipCoordenação de Aperfeiçoamento de Pessoal de Nível Superiorpt_BR
dc.languagept_BRpt_BR
dc.publisherUniversidade do Vale do Rio do Sinospt_BR
dc.rightsopenAccesspt_BR
dc.subjectbillboardspt_BR
dc.subjectbillboardsen
dc.titleModelo para simulação em tempo-real de nuvens usando billboardspt_BR
dc.typeDissertaçãopt_BR


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