ABSTRACT
When we synthesize a realistic appearance of dust-covered object by CG, it is necessary to express a large number of fabric components of dust accurately with many short fibers, and as a result, this process is a time-consuming task. The dust amount prediction function suggested by Hsu [1995] proposed modeling and rendering techniques for dusty surfaces. These techniques only describe dust accumulation as a shading function, however, they cannot express the volume of dust on the surfaces. In this study, we present a novel method to model and render the appearance and volume of dust in real-time by using shell texturing. Each shell texture, which can express several components, is automatically generated in our procedural approach. Therefore, we can draw any arbitrary appearance of dust rapidly and interactively by solely controlling simple parameters.
Supplemental Material
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Supplemental material.
- Hsu, S. C., and Wong, T. T. 1995. Simulating Dust Accumulation. IEEE Computer Graphics and Applications, vol. 15, 18--22. Google Scholar
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