Abstract:
The paper presents methods for distributed simulation of fog with variable density and visi-bility dependence of virtual environment objects on a camera height, as well as on distance between it and these objects. The original approach is proposed for observing fog through semitransparent objects. Created solutions use parallel computing on modern multi-core GPU and provide real-time visualization of complex three-dimensional scenes.
Keywords:fog, atmospheric phenomenon, visualization, three-dimensional scene, real time, shaders.