{"id":3188,"date":"2011-03-13T10:53:02","date_gmt":"2011-03-13T10:53:02","guid":{"rendered":"http:\/\/hgpu.org\/?p=3188"},"modified":"2011-03-13T10:53:02","modified_gmt":"2011-03-13T10:53:02","slug":"interactive-volume-rendering-aurora-on-the-gpu","status":"publish","type":"post","link":"https:\/\/hgpu.org\/?p=3188","title":{"rendered":"Interactive Volume Rendering Aurora on the GPU"},"content":{"rendered":"<p>We present a combination of techniques to render the aurora borealis in real time on a modern graphics processing unit (GPU). Unlike the general 3D volume rendering problem, an auroral display is emissive and can be factored into a height-dependent energy deposition function, and a 2D electron flux map. We also present a GPU-friendly atmosphere model, which includes an integrable analytic approximation of the atmosphere&#8217;s density along a ray. Together, these techniques enable a modern consumer graphics card to realistically render the aurora at 20-80fps, from any point of view either inside or outside the atmosphere.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>We present a combination of techniques to render the aurora borealis in real time on a modern graphics processing unit (GPU). Unlike the general 3D volume rendering problem, an auroral display is emissive and can be factored into a height-dependent energy deposition function, and a 2D electron flux map. We also present a GPU-friendly atmosphere [&hellip;]<\/p>\n","protected":false},"author":351,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[36,11,3],"tags":[1787,7,1014,1782,187,20,419,234,182,181,144],"class_list":["post-3188","post","type-post","status-publish","format-standard","hentry","category-algorithms","category-computer-science","category-paper","tag-algorithms","tag-ati","tag-ati-radeon-hd-4830","tag-computer-science","tag-glsl","tag-nvidia","tag-nvidia-geforce-8800-m-gts","tag-nvidia-geforce-gtx-280","tag-opengl","tag-raytracing","tag-rendering"],"views":2126,"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/3188","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/users\/351"}],"replies":[{"embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=3188"}],"version-history":[{"count":0,"href":"https:\/\/hgpu.org\/index.php?rest_route=\/wp\/v2\/posts\/3188\/revisions"}],"wp:attachment":[{"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=3188"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=3188"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/hgpu.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=3188"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}