Computer graphics & visualization. Game Design - Rendering Smoke & Clouds Jürgen Treml Talk Overview 1.Introduction to Clouds.

Slides:



Advertisements
Similar presentations
8.1si31_2001 SI31 Advanced Computer Graphics AGR Lecture 8 Polygon Rendering.
Advertisements

Realistic Simulation and Rendering of Smoke CSE Class Project Presentation Oleksiy Busaryev TexPoint fonts used in EMF. Read the TexPoint manual.
Exploration of advanced lighting and shading techniques
Lecture 8 Transparency, Mirroring
Dynamic Sky Dome GDC March 2nd, 2011 by Igor Lobanchikov
Graphics Pipeline.
Week 5 - Friday.  What did we talk about last time?  Quaternions  Vertex blending  Morphing  Projections.
Direct Volume Rendering. What is volume rendering? Accumulate information along 1 dimension line through volume.
3D Graphics Rendering and Terrain Modeling
CLASS 9 ADVANCE RENDERING RAY TRACING RADIOSITY LIGHT FIELD CS770/870.
Tuesday February 19 th, 2002 Deep Shadow Maps Tom Lokovic & Eric Veach Pixar Animation Studios Presented by Tom Lechner.
COMPUTER GRAPHICS CS 482 – FALL 2014 OCTOBER 6, 2014 TEXTURE MAPPING TEXTURES BUMP MAPPING ENVIRONMENT MAPPING PROCEDURAL TEXTURING.
Real-Time Rendering SPEACIAL EFFECTS Lecture 03 Marina Gavrilova.
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”
Hokkaido University Efficient Rendering of Lightning Taking into Account Scattering Effects due to Clouds and Atmospheric Particles Tsuyoshi Yamamoto Tomoyuki.
Splatting Josh Anon Advanced Graphics 1/29/02. Types of Rendering Algorithms Backward mapping Image plane mapped into data Ray casting Forward mapping.
Chapter 4 Digital Multimedia, 2nd edition Vector Graphics.
Introduction to Volume Visualization Mengxia Zhu Fall 2007.
Texture Mapping from Watt, Ch. 8 Jonathan Han. Topics Discussed Texture Map to Models Bump Maps, Light Maps Environment (Reflection) Mapping 3D Textures.
Global Illumination May 7, Global Effects translucent surface shadow multiple reflection.
Three-Dimensional Concepts
Adaptive Cloud Simulation Using Position Based Fluids
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
A Simple, Efficient Method for Realistic Animation of Clouds Yoshinori Dobashi Kazufumi Kaneda Hideo Yamashita Tsuyoshi Okita Tomoyuki Nishita SIGGRAPH.
Introduction to 3D Graphics John E. Laird. Basic Issues u Given a internal model of a 3D world, with textures and light sources how do you project it.
CS 480/680 Computer Graphics Shading I Dr. Frederick C Harris, Jr.
1 Perception, Illusion and VR HNRS 299, Spring 2008 Lecture 19 Other Graphics Considerations Review.
Computer Graphics: Programming, Problem Solving, and Visual Communication Steve Cunningham California State University Stanislaus and Grinnell College.
Interactive Terrain Synthesis
CSS 522 Topics in Rendering March 01,2011 Scott and Lew.
1 Perception and VR MONT 104S, Spring 2008 Lecture 22 Other Graphics Considerations Review.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
Computer Visualization BIM Curriculum 03. Topics  History  Computer Visualization Methods  Visualization Workflow  Technology Background.
Optical Models Jian Huang, CS 594, Spring 2002 This set of slides are modified from slides used by Prof. Torsten Moeller, at Simon Fraser University, BC,
02/25/05© 2005 University of Wisconsin Last Time Meshing Volume Scattering Radiometry (Adsorption and Emission)
Cloud Kwang Hee Ko September, 27, 2012 This material has been prepared by Y. W. Seo.
Lecture 3 : Direct Volume Rendering Bong-Soo Sohn School of Computer Science and Engineering Chung-Ang University Acknowledgement : Han-Wei Shen Lecture.
-Global Illumination Techniques
09/09/03CS679 - Fall Copyright Univ. of Wisconsin Last Time Event management Lag Group assignment has happened, like it or not.
CS 376 Introduction to Computer Graphics 04 / 16 / 2007 Instructor: Michael Eckmann.
REAL-TIME VOLUME GRAPHICS Christof Rezk Salama Computer Graphics and Multimedia Group, University of Siegen, Germany Eurographics 2006 Real-Time Volume.
Image-based Rendering. © 2002 James K. Hahn2 Image-based Rendering Usually based on 2-D imagesUsually based on 2-D images Pre-calculationPre-calculation.
Unstructured Volume Rendering Jian Huang, CS 594, Spring 2002 This set of slides reference slides developed by Prof. Torsten Moeller, SFU, Canada.
Rendering Overview CSE 3541 Matt Boggus. Rendering Algorithmically generating a 2D image from 3D models Raster graphics.
1 Computer Graphics Week2 –Creating a Picture. Steps for creating a picture Creating a model Perform necessary transformation Lighting and rendering the.
CMSC 635 Volume Rendering. Volume data  3D Scalar Field: F(x,y,z) = ?  Implicit functions  Voxel grid  Scalar data  Density  Temperature  Wind.
Volume Rendering CMSC 491/635. Volume data  3D Scalar Field: F(x,y,z) = ?  Implicit functions  Voxel grid  Scalar data  Density  Temperature  Wind.
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
Course Introduction to virtual engineering Óbuda University John von Neumann Faculty of Informatics Institute of Applied Mathematics Lecture and laboratory.
Point Sprites Course Information CVG: Programming 4 My Name: Mark Walsh Website: Recommended.
Yoshinori Dobashi (Hokkaido University) Yusuke Shinzo (Hokkaido University) Tsuyoshi Yamamoto (Hokkaido University) Modeling of Clouds from a Single Photograph.
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
Ray Tracing Fall, Introduction Simple idea  Forward Mapping  Natural phenomenon infinite number of rays from light source to object to viewer.
Volume Visualization with Ray Casting
Local Illumination and Shading
Graphics Lecture 17: Slide 1 Interactive Computer Graphics Lecture 17: Fire.
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 29, 2015 RENDERING RASTERIZATION RAY CASTING PROGRAMMABLE SHADERS.
Image-Based Rendering Geometry and light interaction may be difficult and expensive to model –Think of how hard radiosity is –Imagine the complexity of.
CS552: Computer Graphics Lecture 33: Illumination and Shading.
Computer Graphics Ken-Yi Lee National Taiwan University (the slides are adapted from Bing-Yi Chen and Yung-Yu Chuang)
Atmospheric Effects Interactive Rendering of Atmospheric Scattering Effects Using Graphics Hardware Tsuyoshi Yamamoto Tomoyuki Nishita Tokyo University.
Processing Images and Video for An Impressionist Effect Automatic production of “painterly” animations from video clips. Extending existing algorithms.
- Introduction - Graphics Pipeline
Real-Time Soft Shadows with Adaptive Light Source Sampling
3D Graphics Rendering PPT By Ricardo Veguilla.
Real-Time Volume Graphics [06] Local Volume Illumination
Plants from Images CS 658.
CS5500 Computer Graphics May 29, 2006
Computer Graphics Lecture 15.
Presentation transcript:

computer graphics & visualization

Game Design - Rendering Smoke & Clouds Jürgen Treml Talk Overview 1.Introduction to Clouds 2.Virtual Clouds based on physical Models 1.Generating Clouds 2.Rendering Clouds using Volume Rendering 3.Example: Clouds à la Dobashi 4.Extending Dobashi: Multiple Forward Scattering 5.A few Notes on Cloud Animation 3.Virtual Clouds – An Artistic Approach 1.Generating / Designing Clouds 2.Rendering Clouds 3.Performance Tweaks 4.A few Notes on Animation 5.Evaluation

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml Where are we? 1.Introduction to Clouds 2.Virtual Clouds based on physical Models 1.Generating Clouds 2.Rendering Clouds using Volume Rendering 3.Example: Clouds à la Dobashi 4.Extending Dobashi: Multiple Forward Scattering 5.A few Notes on Cloud Animation 3.Virtual Clouds – An Artistic Approach 1.Generating / Designing Clouds 2.Rendering Clouds 3.Performance Tweaks 4.A few Notes on Animation 5.Evaluation

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 1. Introduction to Clouds What are clouds? Mass of visible water droplets Technically speaking: Continuous 3D density field of (condensed) water in the air Form when warm air cools down and condensates Formation influenced by: Temperature, Pressure, Humidity Ratio Conensation / Evaporation

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 1. Introduction to Clouds Why do we see clouds? Color depends on – Spectrum of incoming light – Atmosphere – Angle to sun – Angle to viewer –...

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml Where are we? 1.Introduction to Clouds 2.Virtual Clouds based on physical Models 1.Generating Clouds 2.Rendering Clouds using Volume Rendering 3.Example: Clouds à la Dobashi 4.Extending Dobashi: Multiple Forward Scattering 5.A few Notes on Cloud Animation 3.Virtual Clouds – An Artistic Approach 1.Generating / Designing Clouds 2.Rendering Clouds 3.Performance Tweaks 4.A few Notes on Animation 5.Evaluation

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.1 Generating Clouds Meteorological / Physical Model Implement a meteorological model – Simulating and modeling environment: air pressure, temperature, humidity and saturation – Account for Potential temperature Buoyant force Environmental lapse rate Saturation mixing ratio Water continuity Thermodynamics Vorticity confinement Fluid flow... – Clouds creation, movement and dissipation as an ad-hoc result

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.1 Generating Clouds Noise Based Model 1/f-noise – Functional noise, i.e. no memory footprint – Fast (Faster than simulation) – Arbitary number of dimensions – Natural look stochastic, self-similar 1/f: decreasing amplitude with increasing frequency

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml In mathematical terms: Base Function: – white noise, Perlin noise, image, etc. – Pre-created and stored or pseudo-random function 2. Virtual Clouds based on physical Models 2.1 Generating Clouds Noise Based Model i=1i=2i=3i=4=n

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.1 Generating Clouds Pseudo-Random Noise Based Model Noise interpretation: – 2D noise, e.g. height map (terrain) – 3D noise, e.g. Volume density field (clouds) – 4D noise, e.g. for time-animated 3D fields

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.1 Generating Clouds Pseudo-Random Noise Based Model Tweaking the noise function

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.1 Generating Clouds Pseudo-Random Noise Based Model

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.1 Generating Clouds Pseudo-Random Noise Based Model Create various effects, changing... – Base function – Number of octaves – Roughness, lacunarity – …

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.1 Generating Clouds Noise-Based Editing Model Create basic noise field Let user edit the field – User may define parameters of the noise function before generating the noise field – User can edit the generated noise (like a brush or eraser in photoshop or paint, etc.) Used in Terragen for example

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml Where are we? 1.Introduction to Clouds 2.Virtual Clouds based on physical Models 1.Generating Clouds 2.Rendering Clouds using Volume Rendering 3.Example: Clouds à la Dobashi 4.Extending Dobashi: Multiple Forward Scattering 5.A few Notes on Cloud Animation 3.Virtual Clouds – An Artistic Approach 1.Generating / Designing Clouds 2.Rendering Clouds 3.Performance Tweaks 4.A few Notes on Animation 5.Evaluation

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.2 Rendering Clouds using Volume Rendering Techniques The Volume Rendering Integral Optical Model: Light (particles) travelling through / interacting with density volume Effects: – Absorption – Emission – (Multiple) Scattering – (Shadows)

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.2 Rendering Clouds using Volume Rendering Techniques The Volume Rendering Integral Physical Model: Emission and absorption only Absorption Initial IntensityAttenuation along [x 0,x] Ray

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml Initial Intensity at x‘Attenuation along [x‘,x] 2. Virtual Clouds based on physical Models 2.2 Rendering Clouds using Volume Rendering Techniques The Volume Rendering Integral Physical Model: Emission and absorption only Emission (+ Absorption) Ray

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.2 Rendering Clouds using Volume Rendering Techniques The Volume Rendering Integral No general closed form solution Approximation by discrete sum:  Ray Casting

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.2 Rendering Clouds using Volume Rendering Techniques Backward VR: Ray Casting Image space algorithm Pixel by pixel Cast rays into volume Sample volume at discrete intervals Image plane

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.2 Rendering Clouds using Volume Rendering Techniques Backward VR: Ray Casting Usually resampling required (ray doesn‘t hit voxel centers)  interpolate / filter (trilinear, splines,...) Accumulate color and opacity along the ray

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.2 Rendering Clouds using Volume Rendering Techniques Forward VR: Splatting Object space algorithm Voxel by voxel Project each voxel onto the image plane One voxel usually influences several pixels Image plane

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.2 Rendering Clouds using Volume Rendering Techniques Forward VR: Splatting Apply filter when projecting voxel on pixels (e.g. Gaussian) Example: Cloud rendering algorithm proposed by Dobashi (2000)

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml Where are we? 1.Introduction to Clouds 2.Virtual Clouds based on physical Models 1.Generating Clouds 2.Rendering Clouds using Volume Rendering 3.Example: Clouds à la Dobashi 4.Extending Dobashi: Multiple Forward Scattering 5.A few Notes on Cloud Animation 3.Virtual Clouds – An Artistic Approach 1.Generating / Designing Clouds 2.Rendering Clouds 3.Performance Tweaks 4.A few Notes on Animation 5.Evaluation

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.3 Example: Clouds à la Dobashi Project each voxel on a billboard: filter using metaballs (similar to Gauss but effective radius of influence) Given (for now): Discrete density distribution (voxel grid)

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.3 Example: Clouds à la Dobashi Render image as viewed from sun – Orient billboards towards sun – Starting from closest to sun: for each metaball, render billboard to framebuffer (multiply attenuation)

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.3 Example: Clouds à la Dobashi Render image as viewed from sun – Read pixel corresponding to metaball center from framebuffer  attenuation between metaball and sun – Multiply by sunlight color  metaball color

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.3 Example: Clouds à la Dobashi Render image from user perspective – Render all objects besides clouds – Orient billboards towards viewpoint – Project on image plane (back to front): multiply framebuffer color by attenuation ratio Add metaball color

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.3 Example: Clouds à la Dobashi A few notes: Attenuation „texture“ created during second step can be used as shadow map (for the ground) Method accounts for single scattering of light and shadows

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml Where are we? 1.Introduction to Clouds 2.Virtual Clouds based on physical Models 1.Generating Clouds 2.Rendering Clouds using Volume Rendering 3.Example: Clouds à la Dobashi 4.Extending Dobashi: Multiple Forward Scattering 5.A few Notes on Cloud Animation 3.Virtual Clouds – An Artistic Approach 1.Generating / Designing Clouds 2.Rendering Clouds 3.Performance Tweaks 4.A few Notes on Animation 5.Evaluation

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.4 Next Step: Multiple Forward Scattering Proposed by Harris and Lastra 2001 Just a short overview Single scattering similar to Dobashi Extending the VRI to account for multiple forward scattering:

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.4 Next Step: Multiple Forward Scattering What‘s the message? – Each particle besides light from outside a cloud also receives light scattered by other particles – Amount is a function of the angle (spatial angle) – Caracterized by the BSDF and phase function (e.g. Rayleigh scattering)

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.4 Next Step: Multiple Forward Scattering Again solved by discrete approximization Forward scattering accounts most for the optical perception of clouds  restrict calculations to small angle around the forward direction Assuming BSDF and other factors being constant (due to small angle) Split light path into small number of discrete directions...

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.4 Next Step: Multiple Forward Scattering

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml Where are we? 1.Introduction to Clouds 2.Virtual Clouds based on physical Models 1.Generating Clouds 2.Rendering Clouds using Volume Rendering 3.Example: Clouds à la Dobashi 4.Extending Dobashi: Multiple Forward Scattering 5.A few Notes on Cloud Animation 3.Virtual Clouds – An Artistic Approach 1.Generating / Designing Clouds 2.Rendering Clouds 3.Performance Tweaks 4.A few Notes on Animation 5.Evaluation

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.5 A few Notes on Animating Clouds Based on meteorological model (as with cloud generation) Account for all physical phenomena  Clouds creation, movement and dissipation as an ad-hoc result

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 2. Virtual Clouds based on physical Models 2.5 A few Notes on Animating Clouds Simple model: cellular automata – E.g. Used by Dobashi – Cells of an automaton correspond to voxels and carry state variables: Vapor/humidity, Clouds, Phase transition – Binary states! – Set of transition functions – Smoothing before redering

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml Where are we? 1.Introduction to Clouds 2.Virtual Clouds based on physical Models 1.Generating Clouds 2.Rendering Clouds using Volume Rendering 3.Example: Clouds à la Dobashi 4.Extending Dobashi: Multiple Forward Scattering 5.A few Notes on Cloud Animation 3.Virtual Clouds – An Artistic Approach 1.Generating / Designing Clouds 2.Rendering Clouds 3.Performance Tweaks 4.A few Notes on Animation 5.Evaluation

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 3. Virtual Clouds – An Artistic Approach 3.1 Generating / Designing Clouds Artist designs clouds with a GUI based tool Use simple shapes (boxes, spheres) to model the basic cloud shapes Fill boxes randomly with (textured) sprites

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 3. Virtual Clouds – An Artistic Approach 3.1 Generating / Designing Clouds Artist can specify density, etc. Artist specifies cloud coloring and shading – Percentage of ambient color (time of day) – Vertical color levels and colors – Shading groups – Directional colors (time of day) Store only sprite center points and sizes (+ coloring information)

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml Where are we? 1.Introduction to Clouds 2.Virtual Clouds based on physical Models 1.Generating Clouds 2.Rendering Clouds using Volume Rendering 3.Example: Clouds à la Dobashi 4.Extending Dobashi: Multiple Forward Scattering 5.A few Notes on Cloud Animation 3.Virtual Clouds – An Artistic Approach 1.Generating / Designing Clouds 2.Rendering Clouds 3.Performance Tweaks 4.A few Notes on Animation 5.Evaluation

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 3. Virtual Clouds – An Artistic Approach 3.2 Rendering Clouds Load sprite center points, sizes and color information from disk Draw quads around sprite centers Map textures to quads (random rotation in quad plane)

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 3. Virtual Clouds – An Artistic Approach 3.2 Rendering Clouds Rotate quads towards camera Calculate shading: function of angle between vector shading-group center <> sun and shading group center <> sprite Take into account directional and vertical color levels: interpolate between discrete levels specified by artist Render sprites to frame buffer

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml Where are we? 1.Introduction to Clouds 2.Virtual Clouds based on physical Models 1.Generating Clouds 2.Rendering Clouds using Volume Rendering 3.Example: Clouds à la Dobashi 4.Extending Dobashi: Multiple Forward Scattering 5.A few Notes on Cloud Animation 3.Virtual Clouds – An Artistic Approach 1.Generating / Designing Clouds 2.Rendering Clouds 3.Performance Tweaks 4.A few Notes on Animation 5.Evaluation

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 3. Virtual Clouds – An Artistic Approach 3.3 Performance Tweaks Use impostors for clouds outside a certain range to the user aircraft – Octogonal ring – Switch between impostors as user changes viewing direction – Visual imperfection vs. gain of speed

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml Where are we? 1.Introduction to Clouds 2.Virtual Clouds based on physical Models 1.Generating Clouds 2.Rendering Clouds using Volume Rendering 3.Example: Clouds à la Dobashi 4.Extending Dobashi: Multiple Forward Scattering 5.A few Notes on Cloud Animation 3.Virtual Clouds – An Artistic Approach 1.Generating / Designing Clouds 2.Rendering Clouds 3.Performance Tweaks 4.A few Notes on Animation 5.Evaluation

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 3. Virtual Clouds – An Artistic Approach 3.4 A few Notes on Animating Clouds Not much animation done actually Only cloud formation and dissipation – Done by slowly increasing transparency – Start with sprites at the borders till finally reaching the innermost sprites – Cloud formation is just the opposite

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml Where are we? 1.Introduction to Clouds 2.Virtual Clouds based on physical Models 1.Generating Clouds 2.Rendering Clouds using Volume Rendering 3.Example: Clouds à la Dobashi 4.Extending Dobashi: Multiple Forward Scattering 5.A few Notes on Cloud Animation 3.Virtual Clouds – An Artistic Approach 1.Generating / Designing Clouds 2.Rendering Clouds 3.Performance Tweaks 4.A few Notes on Animation 5.Evaluation

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 3. Virtual Clouds – An Artistic Approach 3.5 Evaluation / Comparison Extremely rough approximization of the real physics (e.g. Vertical shading levels) Inaccurate shading No self-shadowing or any shadowing at all Extremely flexible in controlling the appearance of clouds Pretty fast (even on older PCs) Visually not totally unconvincing ;-)

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml 3. Virtual Clouds – An Artistic Approach 3.5 Evaluation / Comparison

computer graphics & visualization Game Design - Rendering Smoke & Clouds Jürgen Treml Talk Summary What are Clouds? Effects to consider when dealing with clouds Two different approaches on creating and rendering clouds – Random noise + volume rendering – Artistic models Few hints on cloud animation Questions?!?