“Computer Modelling of Fallen Snow” by Paul Fearing Presented by Luv Kohli COMP238 October 29, 2002.

Slides:



Advertisements
Similar presentations
Ray Space Factorization for From-Region Visibility Tommer Leyvand Olga Sorkine Daniel Cohen-Or Tel-Aviv University, Israel.
Advertisements

Reactive and Potential Field Planners
AI Pathfinding Representing the Search Space
Random Testing Tor Stålhane Jonas G. Brustad. What is random testing The principle of random testing is simple and can be described as follows: 1.For.
What happens to air masses meet?
The Wave Nature of Light
Week 11 - Wednesday.  Image based effects  Skyboxes  Lightfields  Sprites  Billboards  Particle systems.
Precipitation Chapter 7
Meteorology Notes: Part III Clouds Precipitation Weather Map and Weather Systems Station Models.
Ruslana Mys Delaunay Triangulation Delaunay Triangulation (DT)  Introduction  Delaunay-Voronoi based method  Algorithms to compute the convex hull 
By Groysman Maxim. Let S be a set of sites in the plane. Each point in the plane is influenced by each point of S. We would like to decompose the plane.
Chapter 26 Geometrical Optics. Units of Chapter 26 The Reflection of Light Forming Images with a Plane Mirror Spherical Mirrors Ray Tracing and the Mirror.
COMPUTER GRAPHICS CS 482 – FALL 2014 OCTOBER 6, 2014 TEXTURE MAPPING TEXTURES BUMP MAPPING ENVIRONMENT MAPPING PROCEDURAL TEXTURING.
GG450 April 22, 2008 Seismic Processing.
Lapped Textures Emil Praun and Adam Finkelstien (Princeton University) Huges Hoppe (Microsoft Research) SIGGRAPH 2000 Presented by Anteneh.
Modeling Falling and Accumulating Snow (by Moeslund, Madsen, Aagaard and Lerche) K. H. Ko Department of Mechatronics Gwangju Institute of Science and Technology.
Silhouettes in Multiview Stereo Ian Simon. Multiview Stereo Problem Input: – a collection of images of a rigid object (or scene) – camera parameters for.
WFM 6202: Remote Sensing and GIS in Water Management
Comp 122, Spring 2004 Lower Bounds & Sorting in Linear Time.
17.1 Si31_2001 SI31 Advanced Computer Graphics AGR Lecture 17 Radiosity - Conclusion Non-PhotoRealistic Rendering.
Nature’s Algorithms David C. Uhrig Tiffany Sharrard CS 477R – Fall 2007 Dr. George Bebis.
The UNIVERSITY of NORTH CAROLINA at CHAPEL HILL Soft Shadows using Hardware Cameras Kyle Moore COMP 870.
5/1/2000Deepak Bandyopadhyay / UNC Chapel Hill 1 Computer Model‘l’ing of Fallen Snow Paul Fearing University of British Columbia.
Erosion GEOLOGY TODAY - Chapter 7 Barbara W. Murck Brian J. Skinner HILLSIDE CREEP N. Lindsley-Griffin, 1999.
Computer Modelling Of Fallen Snow Paul Fearing University of British Columbia Vancouver, Canada.
Robot Motion Planning Bug 2 Probabilistic Roadmaps Bug 2 Probabilistic Roadmaps.
Four Elements that Affect the Formation and Release of Avalanches.
Paper by Alexander Keller
Monte Carlo Methods in Partial Differential Equations.
Computer Graphics Inf4/MSc Computer Graphics Lecture 11 Texture Mapping.
F. Cheung, A. Samarian, W. Tsang, B. James School of Physics, University of Sydney, NSW 2006, Australia.
Computer Algorithms Lecture 11 Sorting in Linear Time Ch. 8
External Sorting Problem: Sorting data sets too large to fit into main memory. –Assume data are stored on disk drive. To sort, portions of the data must.
Spatial data models (types)
Photo-realistic Rendering and Global Illumination in Computer Graphics Spring 2012 Stochastic Radiosity K. H. Ko School of Mechatronics Gwangju Institute.
10/21/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Terrain Dynamic LOD.
Fronts 4 different types: 1. Cold front 2. Warm front 3. Stationary
CSS 522 Topics in Rendering March 01,2011 Scott and Lew.
Copyright © 2010 Pearson Education, Inc. Lecture Outline Chapter 26 Physics, 4 th Edition James S. Walker.
Reflection occurs when a wave reaches a boundary between two media, and some or all of the wave bounces back into the first medium. Reflection can be.
October 14, 2014Computer Vision Lecture 11: Image Segmentation I 1Contours How should we represent contours? A good contour representation should meet.
Kite Science Why a Kite Flies?.
-Global Illumination Techniques
01/29/03© 2003 University of Wisconsin Last Time Radiosity.
Solar Motion. Label front flap MOTIONS OF THE EARTH -DAY & NIGHT.
Random deposition = simplest possible growth model
Why space is dark at night?. Why isn't the night sky uniformly at least as bright as the surface of the Sun? If you add up all the photons spewing out.
Week 10 - Wednesday.  What did we talk about last time?  Shadow volumes and shadow mapping  Ambient occlusion.
CS654: Digital Image Analysis Lecture 25: Hough Transform Slide credits: Guillermo Sapiro, Mubarak Shah, Derek Hoiem.
10/23/2001CS 638, Fall 2001 Today Terrain –Terrain LOD.
Student Camera Concepts Examples. Concepts The underlying principles that apply regardless of the camera you are using. The underlying principles that.
Time Parallel Simulations I Problem-Specific Approach to Create Massively Parallel Simulations.
Graphics Graphics Korea University cgvr.korea.ac.kr 1 Surface Rendering Methods 고려대학교 컴퓨터 그래픽스 연구실.
Introduction to Modeling and Water Resources
Representation and modelling 3 – landscape specialisations 4.1 Introduction 4.2 Simple height field landscapes 4.3 Procedural modeling of landscapes- fractals.
Parallel and Distributed Simulation Time Parallel Simulation.
Monte-Carlo Ray Tracing and
Reason for the Seasons!. Seasons A regular change in temperature that repeats itself every year due to the revolution of Earth around the sun and the.
L10 – Map labeling algorithms NGEN06(TEK230) – Algorithms in Geographical Information Systems L10- Map labeling algorithms by: Sadegh Jamali (source: Lecture.
BOĞAZİÇİ UNIVERSITY – COMPUTER ENGINEERING Mehmet Balman Computer Engineering, Boğaziçi University Parallel Tetrahedral Mesh Refinement.
SenSys 2003 Differentiated Surveillance for Sensor Networks Ting Yan Tian He John A. Stankovic Department of Computer Science, University of Virginia November.
Ray Tracing by GPU Ming Ouhyoung. Outline Introduction Graphics Hardware Streaming Ray Tracing Discussion.
CDS 301 Fall, 2008 Domain-Modeling Techniques Chap. 8 November 04, 2008 Jie Zhang Copyright ©
Non-Photorealistic Rendering FORMS. Model dependent Threshold dependent View dependent Outline form of the object Interior form of the object Boundary.
CS559: Computer Graphics Lecture 36: Subdivision Surfaces, Fractals, and Animation Li Zhang Spring 2008 Many slides from James Kuffner’s graphics class.
David Luebke 3/17/2016 Advanced Computer Graphics Antialiasing David Luebke
As you can see, low frequencies are not absorbed as well. This means low frequencies will travel farther. That graph comes from this extremely detailed.
Interesting papers on SIGGRAPH 2005 Korea University Computer Graphics Lab. Jin-Kyung Hong.
Matthew Brown A Level: Physical Education Sports Coaching Unit
Snow and Ice Modeling Ted Kim April 24, 2002 COMP 259.
Presentation transcript:

“Computer Modelling of Fallen Snow” by Paul Fearing Presented by Luv Kohli COMP238 October 29, 2002

The Problem Want to generate realistic “snowy worlds” Need to determine: –how much snow falls on a scene –where this snow accumulates

Previous work Premoze, et al. Mostly concerned with far away landscapes Uses digital elevation model enhanced with aerial photo Much larger scale

Basic Algorithm (Fearing) Two stages Snow accumulation stage –How much snow accumulates per surface Snow stability stage –Resolves unstable snow surfaces

Snow accumulation stage Attempt to simulate “flake flutter” Shoot snow particles from “launch sites” towards sky –Like ray tracing, but not straight lines –Piecewise linear path towards sky

Flake flutter Circles of varying radius Flake path Random points on circles

Snow accumulation stage flakes from each launch site shot upwards –until blocked – ‘hit’ –or until sky reached – ‘miss’ Gives an idea of launch site’s occlusion from sky Snow accumulation is used to add snow as 3D surfaces above model

Importance ordering Each launch site given a priority based on several factors –Completeness –Area –Neighborhoods –etc.

Occlusion boundaries

Launch site meshing Sites represented as triangles generated from original base scene models Initially at least one site per upward- facing triangle Sites can be merged or refined

Sky buckets Snowfall should be fairly equal across sky Sky divided into grid of equal-area buckets Flake’s representative area spread across one or more buckets on a ‘miss’

Sky buckets

Flake dusting Thin ‘dusting’ of snow difficult to represent as 3D objects Semi-transparent procedural noise textured polygons used instead Dusting polygons placed slightly in front of 3D surface

Flake dusting

Snow stability stage Redistribute accumulated snow into stable configuration Use angle of repose –Measure of static friction of a pile of granular material

Angle of repose (AOR) 90º for fresh snow 15º for slush Can model probability of stability around AOR

Stability test Compute angle between snow surface on site s and neighbors n i lower than s If angle too steep to support snow, perform obstacle test between s and n i Shift snow from s to n i if not blocked Repeat until no unstable neighbors or s is empty

Obstacle test (a) avalanche blocked by scene object (b) avalanche blocked by snow on object (c) avalanche partially blocked by snow on object

Stability termination Simulation runs out of time All launch sites are stable Only a small amount of snow moved during last pass Most unstable snow resolved during first few passes

Rain, flour, wind Rain can be simulated by setting AOR = 0º and not allowing any flake flutter Feasible for other materials, like flour Framework in place for basic wind effects

Rain

Recent work “Modeling the Accumulation of Wind- Driven Snow” – Bryan E. Feldman and James F. O’Brien

References Fearing, P Computer modelling of fallen snow. In Proceedings of ACM SIGGRAPH 2000, Feldman, B. E., O’Brien, J. F Modeling the accumulation of wind- driven snow. ACM SIGGRAPH 2002 Technical Sketch.