A Method of Real-Time Snow-Accumulation Scene Rendering
We discuss the simulation of realistic snow scene and contrive a method of real-time snow rendering. We determine the effective points storing snow based on Quad-tree Level of Detail Model and make these points be adap- ted to rugged terrain of the ups and downs. In the course of the snow, we further consider the characteristics of the terrain and set the snow collection factor for each point. In rendering an effective point, we compute the normal vec- tors to improve the interaction with light effects. We introduce "blend" to simulate the gradual increase in the pro- gress of snow and improve the visual effect of snow cover from scratch to have a sense of snow thickness of the tradi- tional methods. Experimental results further show that the method satisfied both the realistic and real-time needs.