Fast Simulation of Lightning for 3D Games Jeremy Bryan Advisor: Sudhanshu Semwal.

Slides:



Advertisements
Similar presentations
The Art and Technology Behind Bioshock’s Special Effects
Advertisements

LIGHTNING PHENOMENON 1. The height of the cloud base above the surrounding ground level may vary from 160 to 9,500 m. The charged centres which are responsible.
3D Graphics Rendering and Terrain Modeling
Real-Time Rendering TEXTURING Lecture 02 Marina Gavrilova.
Real-Time Human Pose Recognition in Parts from Single Depth Images Presented by: Mohammad A. Gowayyed.
Self Organizing Maps. This presentation is based on: SOM’s are invented by Teuvo Kohonen. They represent multidimensional.
INTRODUCTION. Painting with numbers! Aspects Modeling Rendering Animation.
William Moss Advanced Image Synthesis, Fall 2008.
Rasterization and Ray Tracing in Real-Time Applications (Games) Andrew Graff.
Real-Time Artistically Inspired Cloud Simulation and Rendering Noah Brickman David Olsen Gillian Smith.
Advanced Computer Graphics (Spring 2005) COMS 4162, Lectures 18, 19: Monte Carlo Integration Ravi Ramamoorthi Acknowledgements.
Hokkaido University Efficient Rendering of Lightning Taking into Account Scattering Effects due to Clouds and Atmospheric Particles Tsuyoshi Yamamoto Tomoyuki.
Real-Time Artistically Inspired Cloud Simulation and Rendering Noah Brickman David Olsen Gillian Smith.
Generating Sinewy Networks using Environment-Sensitive Automata Anthony Gaarenstroom Bachelor of Software Engineering Honours Project 2006.
Rendering theory & practice. Introduction  We’ve looked at modelling, surfacing and animating.  The final stage is rendering.  This can be the most.
Interactive Mesh Sculpting Using a Haptic Device.
3D Graphics Processor Architecture Victor Moya. PhD Project Research on architecture improvements for future Graphic Processor Units (GPUs). Research.
Continuum Crowds Adrien Treuille, Siggraph 王上文.
1 The Potts model Mike Sinclair. 2 Overview Potts model –Extension of Ising model –Uses interacting spins on a lattice –N-dimensional (spin states > 2)
Real-time Crowd Movement On Large Scale Terrains Speaker: Alvin Date:4/26/2004From:TPCG03.
A Simple, Efficient Method for Realistic Animation of Clouds
A Simple, Efficient Method for Realistic Animation of Clouds Yoshinori Dobashi Kazufumi Kaneda Hideo Yamashita Tsuyoshi Okita Tomoyuki Nishita SIGGRAPH.
Simulator for the observation of atmospheric entries from orbit A. Bouquet (Student, IRAP) D. Baratoux (IRAP) J. Vaubaillon (IMCCE) D. Mimoun (ISAE) M.
Computer graphics & visualization. Game Design - Rendering Smoke & Clouds Jürgen Treml Talk Overview 1.Introduction to Clouds.
JUTS JSim Urban Traffic Simulator 1 J-Sim Urban Traffic Simulator J-Sim based, XML using grafical and console simulation tool. David Hartman ZČU-FAV-KIV.
Technische Universität München 1 Traffic Simulation with Queues Ferienakademie, Sarntal Neven Popov.
Extracting Places and Activities from GPS Traces Using Hierarchical Conditional Random Fields Yong-Joong Kim Dept. of Computer Science Yonsei.
Genetic Algorithm.
Procedural Terrain with Stochastic Trees. WITH MAX MORRIS, CORY GAGEL, MARK WOULFE.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
1/45 A Fast Rendering Method for Clouds Illuminated by Lightning Taking into Account Multiple Scattering Yoshinori Dobashi (Hokkaido University) Yoshihiro.
02/25/05© 2005 University of Wisconsin Last Time Meshing Volume Scattering Radiometry (Adsorption and Emission)
A Fast Simulation Method Using Overlapping Grids for Interactions between Smoke and Rigid Objects Yoshinori Dobashi (Hokkaido University) Tsuyoshi Yamamoto.
A General Framework for Tracking Multiple People from a Moving Camera
-Global Illumination Techniques
Swarm Intelligence 虞台文.
Stochastic Monte Carlo methods for non-linear statistical inverse problems Benjamin R. Herman Department of Electrical Engineering City College of New.
GPU-Accelerated Surface Denoising and Morphing with LBM Scheme Ye Zhao Kent State University, Ohio.
Monte Carlo Methods Versatile methods for analyzing the behavior of some activity, plan or process that involves uncertainty.
Playing God: The Engineering of Functional Designs in the Game of Life Liban Mohamed Computer Systems Research Lab
CELLULAR AUTOMATA A Presentation By CSC. OUTLINE History One Dimension CA Two Dimension CA Totalistic CA & Conway’s Game of Life Classification of CA.
Cellular Automata based Edge Detection. Cellular Automata Definition A discrete mathematical system characterized by local interaction and an inherently.
Forward-Scan Sonar Tomographic Reconstruction PHD Filter Multiple Target Tracking Bayesian Multiple Target Tracking in Forward Scan Sonar.
Particle Swarm Optimization Speaker: Lin, Wei-Kai
1 Real-time visualization of large detailed volumes on GPU Cyril Crassin, Fabrice Neyret, Sylvain Lefebvre INRIA Rhône-Alpes / Grenoble Universities Interactive.
An Overview of Statistics Section 1.1. Ch1 Larson/Farber 2 Statistics is the science of collecting, organizing, analyzing, and interpreting data in order.
Modeling and Rendering of Metallic Patinas Julie Dorsey – MIT Pat Hanrahan – Stanford University Presentation By: Brad Jones.
Algorithms and their Applications CS2004 ( ) 13.1 Further Evolutionary Computation.
Evolving Motor Techniques for Artificial Life Kelley Hecker Period 7.
Maximum a posteriori sequence estimation using Monte Carlo particle filters S. J. Godsill, A. Doucet, and M. West Annals of the Institute of Statistical.
Point Sprites Course Information CVG: Programming 4 My Name: Mark Walsh Website: Recommended.
Physics of electron cloud build up Principle of the multi-bunch multipacting. No need to be on resonance, wide ranges of parameters allow for the electron.
Cellular Automata BIOL/CMSC 361: Emergence 2/12/08.
ECE 8443 – Pattern Recognition ECE 8527 – Introduction to Machine Learning and Pattern Recognition Objectives: Elements of a Discrete Model Evaluation.
Barnes Hut N-body Simulation Martin Burtscher Fall 2009.
Clouds and You (mostly clouds) a Summary of “A Simple, Efficient, Method for Realistic Animation of Clouds” Paper by Yoshinori Dobashi, Kazufumi Kaneda,
1 Representation and Evolution of Lego-based Assemblies Maxim Peysakhov William C. Regli ( Drexel University) Authors: {umpeysak,
Instructor: Mircea Nicolescu Lecture 5 CS 485 / 685 Computer Vision.
Initial conditions for N-body simulations Hans A. Winther ITA, University of Oslo.
1 Interactive Volume Rendering Aurora on the GPU Orion Sky Lawlor, Jon Genetti University of Alaska Fairbanks
CDS 301 Fall, 2008 Domain-Modeling Techniques Chap. 8 November 04, 2008 Jie Zhang Copyright ©
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
Presenter: Jae Sung Park
Atmospheric Effects Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware Tsuyoshi Yamamoto Tomoyuki Nishita Tokyo University.
Cmpe 588- Modeling of Internet Emergence of Scale-Free Network with Chaotic Units Pulin Gong, Cees van Leeuwen by Oya Ünlü Instructor: Haluk Bingöl.
Self Organizing Maps: Parametrization of Parton Distribution Functions
Alias/Autodesk Maya 第三組 林秉賢.
3D Graphics Rendering PPT By Ricardo Veguilla.
FRED A software tool for modern optical engineering
Required Practical 9: Key term What is a quadrat?
Presentation transcript:

Fast Simulation of Lightning for 3D Games Jeremy Bryan Advisor: Sudhanshu Semwal

Overview Introduction Introduction Applications Applications Previous Research Previous Research Design Design Implementation Implementation Results Results Future Work Future Work Conclusion Conclusion

Introduction Realistic cloud-to-ground lightning strike Realistic cloud-to-ground lightning strike 3D game emphasis 3D game emphasis Real-time requirement Real-time requirement Cellular Automata implementation Cellular Automata implementation

Introduction (cont.) Lightning Basics Lightning Basics Strong electrical field Strong electrical field Stepped leader Stepped leader Upward positive leader Upward positive leader Attachment process Attachment process Return stroke Return stroke

Applications 3D Games 3D Games Movies Movies Physical modeling Physical modeling ??? ???

Previous Research Reed Reed “Visual Simulation of Lightning” “Visual Simulation of Lightning” Emphasis on rendering with ray-tracing Emphasis on rendering with ray-tracing Simple 3D model generation Simple 3D model generation

Previous Research (cont.)

Dobashi Dobashi Identical modeling technique as Reed Identical modeling technique as Reed Takes scattering effect due to atmospheric particles and clouds into account Takes scattering effect due to atmospheric particles and clouds into account

Previous Research (cont.)

UCCS Physics website UCCS Physics website Find largest breakdown number (X) X=E α r r is a generated random number that represents atmospheric properties. E is the electric field and can be found by using Maxwell’s Equations. α controls the weight of E on r.

Cellular Automata Discreet lattice Discreet lattice Discreet time-steps drive simulation Discreet time-steps drive simulation Each cell has finite set of values Each cell has finite set of values Each cell evolves according to same set of rules Each cell evolves according to same set of rules Evolution of cell depends only upon local neighborhood interaction Evolution of cell depends only upon local neighborhood interaction

Design Complex Lightning Algorithm Complex Lightning Algorithm Ground up Ground up Assign values on the fly Assign values on the fly Random numbers for “r” Random numbers for “r” Make the calculations Make the calculations Find largest breakdown number (X) Find largest breakdown number (X) X=E α r X=E α r Segment length Segment length

Design (cont.) Pseudocode Pseudocode Proc GenerateComplexLightning // Load the starting coordinates list.add target.coords while height <= MAX_ALTITUDE Assign r to 26 neighbor cells if they do not have one Calculate E for 26 neighbor cells if not done previously Find maximum X list.add maxE.coords end while for each voxel in list temp = rand() if temp < BRANCH_PROBABILITY then GenerateComplexBranch() end if end for end proc

Design (cont.)

Complex Branch Algorithm Complex Branch Algorithm Parent iteration Parent iteration Uniformly distributed probability function Uniformly distributed probability function Recursive Recursive Random branch length Random branch length

Design (cont.) Pseudocode Pseudocode Proc GenerateComplexBranch BranchLength = rand() while (BranchHeight >= 0 And BranchLength >=0) Assign r to neighbor cells if they do not have one Calculate E for cells if not done previously Find maximum X BranchList.add maxE.coords end while for each coord in BranchList.coords if (rand() < BRANCH_PROBABILITY) then GenerateComplexBranch() end if end for end proc

Implementation Object-Oriented Design Object-Oriented Design Programming Languages Programming Languages Supporting packages Supporting packages HeightMap Tutorial HeightMap Tutorial Linked list library Linked list library OpenGL car tutorial OpenGL car tutorial

Implementation (cont.) Development model Development model Class structures Class structures CCamera CCamera CVoxel CVoxel Lightning Lightning Camera Camera Target Target Car Car Explosion Explosion

Implementation (cont.) Observations Observations 1. Run-time dependent on max branch depth and probability of branching 2. Large branch clusters detract from final product and are time intensive 3. Number of voxels in a given dimension match map size. Increasing resolution would not enhance results.

Results

Results (cont.)

Survey Survey

Results (cont.) GlassnerBryanReedDobashi Mean Median Mode4132 StdDev Sample Size = 64

Future Work Efficiency Efficiency Support for light sources Support for light sources Branch modeling Branch modeling Control point support Control point support ??? ???

Conclusion Aesthetically pleasing results Aesthetically pleasing results No discernable lag-time No discernable lag-time 3D game environment 3D game environment