In the article there have been analyzed different ways of modeling of 3D amorphous objects such as atmospheric effects. Leading total, should note that in all mentioned articles possible to observe that three-dimensional atmospheric effects are prototyped basically to the account of rich textures with the small amount of primitives. Absence of forms beside such objects brings about undesirable artifacts under their visualization. So in given work is offered to use alongside with the rich texture and complex form of objects.
A technique for specifying 3D amorphous objects by free forms is considered. In the article we propose an optimized version of Voxel Volumes designed method that allows to form the translucent objects by free form surfaces, in which leaped through uniform area. In given work marketed mechanism of displaying the objects with pseudo-heterogeneous sharing density, in which is used such type of functions a fading, for which is easy calculated integral value of transparency for lengths along Z coordinate.
A method for simulating inhomogenety is presented. We use a texture for the calculation of function density. In this case color on surfaces of object undertakes from texture map, but function of transparency is calculated on this color (or in general undertakes from the separate map), for instance, possible take density to the proportional color, or inversely proportional.
A fast semi-transparent object rendering algorithm is proposed. In given models stays only reflection and fading a light on way of following from the object to the eye of watcher.
We use MIP-map and conduct bilinear interpolation of texture. In general, event voxel gets between four texels from the given level of detail, and color in given voxel is from amounts these four values, taken with certain weights. Within the framework of work on the project was marketed trilinear interpolation of texture.
The advantage of the method is the possibility of processing inhomogeneous semi-transparent structures bounded by free forms.