PARTICLE AND VOLUMETRIC APPLYING SIMULATION OF 3D CLOUD
Abstract
This paper presents Particle and Volumetric techniques applying simulation of three dimensional graphics. Through the installation and experiment, Particle and Volumetric show different advantages and disadvantages when simulating. In particular, Particle allows fast computation and relatively good simulated images, but high local collision computation results in a lack of depth simulation images, especially when clouds are moving. In addition, Volumetric requires more calculation but produces images that simulate clouds with greater depth and realism even when there is motion. Both techniques have high potential for development and application in three dimensional simulation, especially in real time computations of virtual reality applications.