Benjamin Neidhold

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Realistically eroded terrain is a base of almost every outdoor visualization for simulators or computer games. In order to achieve convincing results physically based erosion algorithms are necessary. We present a new method that combines a non-expensive fluid simulation with an erosion algorithm. Both parts are running at interactive rates so the artist is(More)
Selbstständigkeitserklärung Hiermit erkläre ich, Joscha Metze, dass ich die vorliegende Diplomarbeit zum Thema Optimising the visual appearance of a virtual reality simulation by using modern graphics cards features selbstständig und ausschließlich unter Verwendung der angegebenen Literatur-und sonstigen Informationsquellen angefertigt habe. Dresden,(More)
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