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Real-Time Rendering of Planets with Atmospheres

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Presentation on theme: "Real-Time Rendering of Planets with Atmospheres"— Presentation transcript:

1 Real-Time Rendering of Planets with Atmospheres
Tobias Schafhitzel, Martin Falk, Thomas Ertl Universität Stuttgart, Germany

2 Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres
Motivation Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

3 Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres
Outline Introduction Atmospheric scattering Computation of the scattering texture Rendering Results Conclusion and future work Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

4 Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres
Outline Introduction Atmospheric scattering Computation of the scattering texture Rendering Results Conclusion and future work Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

5 Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres
Introduction Rendering a planet’s atmosphere Physically based computation color shifts, light attenuation Sunset, sunrise, midday Combination with terrain rendering Real-time approach Games CAD Explorative tools (i.e. Google Earth,…) Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

6 Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres
Previous Work Atmospheric Scattering Atmospheric Scattering Effects of the Earth [Nishita et al. 93] Real-Time Atmospheric Scattering [O’Neil 04] Interactive Rendering of atmospheric Scattering Effects using Graphics Hardware [Dobashi et al. 02] Accurate Atmospheric Scattering [O’Neil 05] Terrain Rendering Real-Time continuous Level of Detail Rendering of Height Field [Lindstrom et al. 96] Real-Time Generation of continuous Level of Detail for Height Fields [Röttger et al. 98] Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

7 Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres
Outline Introduction Atmospheric scattering Computation of the scattering texture Rendering Results Conclusion and future work Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

8 Atmospheric Scattering
Light scattering equation: Pv Pc Pa atmosphere φ Pb earth Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

9 Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres
Outline Introduction Atmospheric scattering Computation of the scattering texture Rendering Results Conclusion and future work Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

10 Computation of the scattering texture
Parametrization of the 3D scattering texture: Arbitrary height h = |Pv| For each h Arbitrary view angle θ For each θ an arbitrary angle to the sun φ φ θ Pv h Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

11 Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres
Intersection Tests PV PV Camera inside the atmosphere → use 1st intersection Camera outside → no scattering → move camera to outer boundary → constant height for parameterization → use 2nd intersection Two textures for intersections with Inner sphere Outer sphere Easy to switch when rendering PV Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

12 Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres
Outline Introduction Atmospheric scattering Computation of the scattering texture Rendering Results Conclusion and future work Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

13 Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres
Rendering the sky Sky: tessellated sphere View ray Rv connect vertex Pg with camera Pv Compute h, θ and φ and map to [0,1] φ is constant (directional light) Fetch the scattering texture (simple lookup) Pc Pg φ θ Rv Pv Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

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Rendering the terrain More complex Consider structure of the terrain Naive computation fails Distance too long Terrain color not considered Solution Compute scattering along PvPb Subtract contribution along PgPb Two texture lookups: PV Pg Pb Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

15 Rendering the terrain II
Considering the terrain color Illumination of the terrain Incident light is attenuated: Reflected light is attenuated Overall light contribution: Pc Ig PV Igv Pg Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

16 Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres
Outline Introduction Atmospheric scattering Computation of the scattering texture Rendering Results Conclusion and future work Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

17 Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres
Results Earth dataset (2572 x 24 x 12) Mars dataset (652 x 24 x 12) Earth Mars Outside 67.26 83.51 Inside 30.31 56.02 Terrain outside 76.44 102.37 Terrain inside 35.83 61.19 All measurements in fps Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

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Europe at morning Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

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Alps at morning Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

20 Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres
Alps at midday Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

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Sunrise Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres

22 Questions ?


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