2006
DOI: 10.1016/j.cag.2006.05.002
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Simulation of atmospheric phenomena

Abstract: This paper presents a physically based simulation of atmospheric phenomena. It takes into account the physics of non-homogeneous media in which the index of refraction varies continuously, creating curved light paths. As opposed to previous research on this area, we solve the physically based differential equation that describes the trajectory of light. We develop an accurate expression of the index of refraction in the atmosphere as a function of wavelength, based on real measured data. We also describe our a… Show more

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Cited by 36 publications
(19 citation statements)
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“…Early works in computer graphics [9], [10] simulated atmospheric phenomena by modeling the atmosphere with discrete layers. More general media is handled by effectively tracing linear ray segments at each step of a numerical solution of the differential ray equation, derived from either Eikonal equation [19], [20] or Fermat's principle [21], [22]. Similar methods [23], [24] have been proposed for modeling gravitational fields and dynamic systems.…”
Section: Piecewise Linear Propagation Pathsmentioning
confidence: 99%
See 1 more Smart Citation
“…Early works in computer graphics [9], [10] simulated atmospheric phenomena by modeling the atmosphere with discrete layers. More general media is handled by effectively tracing linear ray segments at each step of a numerical solution of the differential ray equation, derived from either Eikonal equation [19], [20] or Fermat's principle [21], [22]. Similar methods [23], [24] have been proposed for modeling gravitational fields and dynamic systems.…”
Section: Piecewise Linear Propagation Pathsmentioning
confidence: 99%
“…However, the step size of linear ray tracing is inherently limited by the magnitude of media variations, hindering the scalability of these methods with physical size and complexity of the media and the scenes. Higher order numerical methods like the fourth-order Runge-Kutta are adopted to improve the efficiency [21], [22], [23], [24], [25], but the step size is still limited by the underlying media profiles. Furthermore, each advancement of the ray step with higher order numerical methods can no longer be assumed to be a straight line, making intersection tests with the scenes more complex.…”
Section: Piecewise Linear Propagation Pathsmentioning
confidence: 99%
“…Stam and Languénou [1996] propose the use of the ray equation of geometric optics to render heat shimmering. Lately, Gutierrez et al [2006] have also applied the ray equation to render mirages and other atmospheric effects. Zhao et al [2007] simulate and render heat shimmering and mirages on the GPU at interactive frame rates.…”
Section: Related Workmentioning
confidence: 99%
“…The curved eye rays are computed as in [Stam and Languénou 1996;Gutierrez et al 2005;Gutierrez et al 2006] based on the ray equation of geometric optics. This is similar to non-linear ray tracing [Gröller 1995;Weiskopf et al 2004] that has been used to simulate gravitational lenses.…”
Section: Related Workmentioning
confidence: 99%
“…The mirages were generally attributed to the graded refractive index in the air strata with a graded temperature distribution over a hot road surface, and to this date, this concept has been widely accepted in the literature [1][2][3][4][5][6][7][8][9][10][11][12][13]. Some computer simulation work has also been published attempting to reconstruct the phenomena with seemingly successful results [14].…”
mentioning
confidence: 99%