Particle Systems - A Technique for Modeling a Class of Fuzzy Objects

Slides:



Advertisements
Similar presentations
Department of nskinfo i-education
Advertisements

Week 11 - Wednesday.  Image based effects  Skyboxes  Lightfields  Sprites  Billboards  Particle systems.
3D Graphics Rendering and Terrain Modeling
CSE 872 Dr. Charles B. Owen Advanced Computer Graphics1 Ray Tracing Variants Distributed ray tracing Generalized rays Cone Tracing Beam Tracing Pencil.
1Notes  Textbook: matchmove 6.7.2, B.9. 2 Match Move  For combining CG effects with real footage, need to match synthetic camera to real camera: “matchmove”
Particle Systems 1 Adapted from: E. Angel and D. Shreiner: Interactive Computer Graphics 6E © Addison-Wesley 2012.
Particle Systems and Fuzzy Shapes Presented by Dan Cogswell.
Particle Systems GPU Graphics. Sample Particle System Fire and SmokeWater.
Fur and hair are not typically uniform in color but instead are many slightly different shades. We wanted to simulate this using a single texture map.
Course Website: Computer Graphics 11: 3D Object Representations – Octrees & Fractals.
Texture Mapping April 9, The Limits of Geometric Modeling Although graphics cards can render over 10 million polygons per second, that number.
Essentials of Interactive Computer Graphics: Concepts and Implementation K. Sung, P. Shirley, S. Baer Chapter 12 Chapter 12: Making the Applications Interesting.
University of New Mexico
Texture Mapping Mohan Sridharan Based on slides created by Edward Angel 1 CS4395: Computer Graphics.
1cs426-winter-2008 Notes. 2 Velocity fields  Velocity field could be a combination of pre-designed velocity elements E.g. explosions, vortices, …  Or.
A Simple, Efficient Method for Realistic Animation of Clouds
1cs426-winter-2008 Notes  Assignment 1 is out, due immediately after reading week (Feb 25)  Please read: William T. Reeves, "Particle systems: a technique.
Painterly Rendering for Animation Barbara J. Meier Walt Disney Feature Animation SIGGRAPH 96.
Guilford County Sci Vis V204.01
Physically Based Animation and Modeling
1 Computer Graphics Week13 –Shading Models. Shading Models Flat Shading Model: In this technique, each surface is assumed to have one normal vector (usually.
Procedural Methods (with a focus on particle systems) Angel, Chapter 11 slides from AW, open courseware, etc. CSCI 6360/4360.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Particle Systems – Technique for Modeling a Class of Fuzzy Objects Craig Schroeder Computer Graphics I April 22, 2004.
Animation. History Photography around since the 19th century Realistic animation began in 1872 when Eadweard Muybridge settled a bet about a flying horse.
Computer Science Term 1, 2006 Tutorial 3 Assignment 4 – Special Effects.
GPU-Accelerated Surface Denoising and Morphing with LBM Scheme Ye Zhao Kent State University, Ohio.
Applications of Computer Graphics. Business applications Maps Industrial applications Consumer applications Entertainment Education.
CSC505 Particle Systems. CSC505 Object Representations So far we have represented (rendered) objects with –Lines –Polygons (triangles) –Curves These techniques.
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
Particle Systems (Motion Machines of 2D Objects with Textures) Matthew K. Bowles Advanced Computer Graphics Spring 2004.
Introduction: Lattice Boltzmann Method for Non-fluid Applications Ye Zhao.
Lecture 7: Intro to Computer Graphics. Remember…… DIGITAL - Digital means discrete. DIGITAL - Digital means discrete. Digital representation is comprised.
Point Sprites Course Information CVG: Programming 4 My Name: Mark Walsh Website: Recommended.
Multimedia Programming 21: Particle Animation Departments of Digital Contents Sang Il Park.
CISC 110 Day 3 Introduction to Computer Graphics.
Rendering Pipeline Fall, D Polygon Rendering Many applications use rendering of 3D polygons with direct illumination.
Graphics Lecture 17: Slide 1 Interactive Computer Graphics Lecture 17: Fire.
Particle Systems Reference: Reeves W.: "Particle Systems -- A Technique for Modelling a Class of Fuzzy Objets", Computer Graphics, 17(3), pp ,
Graphics for Games Particle Systems CO2301 Games Development 1 Week 23.
1 Particle Systems for Games Particle System 3D MIM, hyeon.
1 INTRODUCTION TO COMPUTER GRAPHICS. Computer Graphics The computer is an information processing machine. It is a tool for storing, manipulating and correlating.
Particle Animation and Rendering Using Data Parallel Computation Karl Sims Optomystic Thinking Machines Corporation Presentation ©2001 Brenden Schubert.
1© 2009 Autodesk Hardware Shade – Presenting Your Designs Hardware and Software Shading HW Shade Workflow Tessellation Quality Settings Lighting Settings.
Rendering Pipeline Fall, 2015.
Binary Notation and Intro to Computer Graphics
University of New Mexico
Buffers and texture mapping
Texture Mapping.
Computer Graphics Texture Mapping
Scientific Visualization V106.04
Photorealistic Rendering vs. Interactive 3D Graphics
Visualization Shading
3D Graphics Rendering PPT By Ricardo Veguilla.
© University of Wisconsin, CS559 Fall 2004
Computer Graphics.
Lecture 36: Animation Li Zhang Spring 2008
(c) 2002 University of Wisconsin
Lighting.
ATCM 6317Procedural Animation
Procedural Animation Lecture 8: Particle systems
Prepared by: Engr . Syed Atir Iftikhar
Physically Based Animation and Modeling
Dynamic Processes Shape Spatiotemporal Properties of Retinal Waves
Computer Animation Displaying animation sequences raster animation
Computer Graphics 4Practical Lesson
Texture Mapping Ed Angel Professor Emeritus of Computer Science
Computer Graphics Lecture 15.
CS297 Graphics with Java and OpenGL
Chapter 14 Shading Models.
Presentation transcript:

Particle Systems - A Technique for Modeling a Class of Fuzzy Objects William T. Reeves Lucasfilm Ltd ACM Transactions on Graphics Vol 2, No 2, April 1983 Pages 91-108

Overview: This paper introduces particle systems A method for modeling fuzzy objects such as fire, clouds, and water. The application of particle systems to the wall of fire element from the Genesis Demo sequence of the film Start Trek II: The Wrath of Khan is presented.

1. Introduction Modeling phenomena such as clouds, smoke, water, and fire has proved difficult with existing techniques. These “fuzzy” objects do not have smooth, well-defined, and shiny surfaces; instead their surfaces are irregular, complex, and ill defined.

1. Introduction The representation of particle systems differs in three basic ways from normal representations: 1) An object is represented not by a set of primitives (polygons) that define its boundary, but as clouds of particles that define its volume.

1. Introduction The representation of particle systems differs in three basic ways from normal representations: 2) A particle system is not a static entity – it changes New particles are “born” and old particles “die”

1. Introduction The representation of particle systems differs in three basic ways from normal representations: 3) An object represented by a particle system is not deterministic. Instead stochastic processes are used to create and change an object’s shape and appearance.

1. Introduction Advantages: 1) Particles are simple: so you can process more of them, and they are easy to motion blur 2) The model definition is procedural and is controlled by random numbers Fast design 3) They model objects that are “alive” That is, they change form over a period of time.

2. Basic Model of Particle Systems For each frame: 1) new particles are generated into the system 2) each new particle is assigned its individual attributes 3) any particle that has existed past its prescribed lifetime is extinguished 4) the remaining particles are moved and transformed according to their dynamic attributes

2. Basic Model of Particle Systems 2.1 Particle Generation (two ways) 1) Actual number of particles generated is: NPartsf = MeanPartsf + Rand() * VarPartsf; Rand() returns a uniform in [-1.0, 1.0] MeanPartsf is the is the mean number of particles VarPartsf is the variance

2. Basic Model of Particle Systems 2.1 Particle Generation (two ways) 2) Number of particles generated is dependant upon the screen size: NPartsf = (MeanPartssaf + Rand() * VarPartssaf ) * ScreenArea; MeanPartssaf is the is the mean per screen area VarPartsf is the variance This method controls the level of detail

2. Basic Model of Particle Systems 2.2 Particle Attributes For each new particle generated: Initial Position, Initial Velocity (speed AND direction), Initial size, Initial color, Initial transparency, Shape, Lifetime

2. Basic Model of Particle Systems 2.2 Particle Attributes Particle systems have An origin, Rotation angles, A generation shape They implemented a sphere, circle, and a rectangle

2. Basic Model of Particle Systems 2.2 Particle Attributes Typical particle system with spherical generation shape

2. Basic Model of Particle Systems 2.3 Particle Dynamics Individual particles move in 3D space and also change over time (color, transparency, size,..) Moving is easy: Add the velocity vector to the position. You can also have an acceleration factor To simulate gravity

2. Basic Model of Particle Systems 2.4 Particle Extinction When generated a particle is given a lifetime (in frames) This could be modified to be based upon color, transparency,…

3. Using Particle Systems to Model a Wall of Fire and Explosions The Genesis Demo sequence from the movie Star Trek II: The Wrath of Khan was generated by the Computer Graphics project of Lucasfilm Ltd. The sequence depicts the transformation of a dead, moonlike planet into a warm earthlike planet by an experimental device called the Genesis bomb.

3. Using Particle Systems to Model a Wall of Fire and Explosions The wall-of-fire element in the Genesis Demo was generated using a two-level hierarchy of particle systems. The top-level was centered at the impact point of the bomb. It generated particles which were themselves particle systems.

3. Using Particle Systems to Model a Wall of Fire and Explosions Distribution of particle systems on the planet’s surface

3. Using Particle Systems to Model a Wall of Fire and Explosions The number of new particle system generated in each ring was based on the ring’s circumference (and a density parameter) The second-level systems began generating particles at varying times on the basis of their distance from the impact point. This gave the effect of an expanding wall of fire.

3. Using Particle Systems to Model a Wall of Fire and Explosions The second-level particle systems were modeled to look like explosions

3. Using Particle Systems to Model a Wall of Fire and Explosions Initial Explosion One large system and 20 smaller ones about its base. About 25000 particles exist in the image.

3. Using Particle Systems to Model a Wall of Fire and Explosions Expanding wall of fire. 200 systems, 75,000 particles

3. Using Particle Systems to Model a Wall of Fire and Explosions Wall of fire over limb of planet 200 explosions, 85,000 particles

3. Using Particle Systems to Model a Wall of Fire and Explosions Wall of fire about to engulf camera 400 systems, 750,000 particles

4. Other Applications of Particle Systems 4.1 Fireworks Control parameters vary more widely, and streaking is more predominant. The next 3 figures show overlapping systems

4. Other Applications of Particle Systems 4.1 Fireworks Two red fireworks

4. Other Applications of Particle Systems 4.1 Fireworks Green and blue fireworks

4. Other Applications of Particle Systems 4.1 Fireworks Multicolored fireworks

4. Other Applications of Particle Systems 4.2 Line Drawing Explosions Particle systems were used to model exploding objects in a computer simulated tactical display for a scene in Return of the Jedi. Motion blur is achieved through the drawing of lines instead of points

4. Other Applications of Particle Systems 4.3 Grass Instead of drawing particles as streaks, the parabolic trajectory of each particle over its entire lifetime is drawn Thus the motion is used to make the shape. Each particle becomes a simple representation of a blade of grass, and the whole system becomes a clump of grass.

4. Other Applications of Particle Systems 4.3 Grass

5. Ongoing Research in Particle Systems We are investigating the modeling of clouds. But they are difficult because: 1) Clouds are complex: depending upon wind direction, temperature, terrain, and humidity 2) clouds can throw shadows on themselves. 3) the number of particles will be very large.

6. Conclusions The authors presented particle systems, a method for modeling a class of fuzzy objects And have shown how they were used in making the fire element of the Genesis Demo sequence for the movie Star Trek II: The Wrath of Khan. https://www.youtube.com/watch?v=6JDLr TmLo8M

Particle Systems - A Technique for Modeling a Class of Fuzzy Objects William T. Reeves Lucasfilm Ltd ACM Transactions on Graphics Vol 2, No 2, April 1983 Pages 91-108 42:30