“Real-Time Cartoon Rendering of Smoke” by McGuire, Fein and Hartnett

  • ©Morgan McGuire, Andi Fein, and Colin Hartnett

  • ©Morgan McGuire, Andi Fein, and Colin Hartnett



Entry Number: 026


    Real-Time Cartoon Rendering of Smoke



    We render amorphous shapes like smoke, clouds, and  uids with two-tone shading, self-shadowing, and silhouettes, in the style of a cartoon. Our method operates directly on a particle system without ever forming a surface mesh. It renders only  ve polygons per particle and executes primarily on the GPU. It can be extended to isosurfaces and volume data sets, and has applications in games, animation, and visualization. Our implementation renders thousands of particles at 30 fps and never reads the frame buffer.


    1. Schaufler, G. 1997. Nailboards: A rendering primitive for image caching in dynamic scenes. In Proc. of Eurographics, Springer Wien, New York City, NY, 151–162.
    2. Selle, A., Mohr, A., and Chenney, S. 2004. Cartoon rendering of smoke animations. In Proc. of NPAR, ACM Press, 57–60.


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