Graphics Lecture 17: Slide 1 Interactive Computer Graphics Lecture 17: Fire.

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Presentation transcript:

Graphics Lecture 17: Slide 1 Interactive Computer Graphics Lecture 17: Fire

Graphics Lecture 17: Slide 2 Amorphous Objects Amorphous objects are still a major challenge in computer graphics. Fire, Smoke Water Clouds &c. They are the subject of current research - marketable in computer games and films.

Graphics Lecture 17: Slide 3 Polygons Texture mapping polygons is fast and acceptable for short lived effects. Overlay an flame point with a series of textured polygons (25 for a one second effect)‏

Graphics Lecture 17: Slide 4 Using polygons and fixing up the lighting To make things more realistic we need to introduce secondary light sources at the point of the fire.

Graphics Lecture 17: Slide 5 Limitations of Polygons Polygon fires are: Difficult to sustain for for long periods Difficult to spread or change shape Difficult to introduce translucency Though they are fast and therefore good for interactive graphics.

Graphics Lecture 17: Slide 6 Modeling Fire Modeling fire is computationally expensive, but can produce better effects. Flames are incandescent gases having temperature pressure and density. The visual appearance and shape changes (due to diffusion) are functions of these. Modeling the physics accurately is difficult

Graphics Lecture 17: Slide 7 Particle Systems One solution is to approximate flame - and other amorphous objects - by a discrete set of small particles. Particles can have: Mass Position Velocity Temperature Shape (not often used)‏ Lifetime

Graphics Lecture 17: Slide 8 Particle Creation Particles can be created according to a probability distribution. They can be given an initial velocity and a lifetime Depending on the simulation their movement can be determined by dynamics.

Graphics Lecture 17: Slide 9 Example - (water not fire!)‏ New particles created each frame the number created per frame is normally distributed Each particle has an initial downward velocity again normally distributed Each successive frame each particle is acted on by a “wind” force to the right

Graphics Lecture 17: Slide 10 Particle Dynamics Newtonian particles: f = m a (NB f and a are vectors)‏ a = dv/dt = d 2 x/dt 2 Given f we need to find the change in position x so we need to integrate. But since we are working in frame intervals we can use a simple approximation. v t+1 = a t  t + v t x t+1 = v t  t + x t Accuracy is not as important as effect!

Graphics Lecture 17: Slide 11 Practical particle system algorithm for each video frame { generate new particles; remove old particles; for each particle { resolve forces by vector addition; calculate a, v, x apply rendering algorithm; }

Graphics Lecture 17: Slide 12 Enhancements - 1 Introduce damping: f = ma + sv s is a scalar constant called damping or friction for a gas it relates to the viscosity An easy enhancement

Graphics Lecture 17: Slide 13 Enhancements - 2 Allow particles to collide Problems: Sub frame calculation required Particle shape and size needed Large number of particle/particle checks needed

Graphics Lecture 17: Slide 14 Simple Rendering Project particles to the view frame, then 1. Single point for each particle 2. Blob for each particle 3. Streak for each particle (line of motion during the frame)‏ 4. Blend particle projection with the raster (translucency)‏

Graphics Lecture 17: Slide 15 Rendering Particle Colour 1. Make colour particle age dependent (simple to implement)‏ 2. Make colour temperature dependent (requires modeling the temperature)‏

Graphics Lecture 17: Slide 16 The wrath of Khan Strong contender for the worst film of First use of a particle system to model fire: Reeves, (1983) Particle systems - a technique for modelling a class of fuzzy objects. Computer Graphics (SIGGRAPH 1983) 17(3): (the next few images are from the paper)‏

Graphics Lecture 17: Slide 17 The Wrath of Khan - Storyboard The genesis project A barren planet is to be brought to life by dropping a bomb on it. Doesn’t sound very likely to me.

Graphics Lecture 17: Slide 18 The Wrath of Khan - overview Many particle systems starting at different times to simulate the flames spreading In total around 750,000 particles Particle sources activated successively

Graphics Lecture 17: Slide 19 The Wrath of Khan - Particle Initialisation Velocity magnitude distributed normally Magnitude diminishes with time Velocity direction distributed about the normal v n

Graphics Lecture 17: Slide 20 The Wrath of Khan - Particle Dynamics Gravitational force pulling the particles towards the planet. Particle lifetime short to prevent a whole parabola being visible v0v0 n extinction

Graphics Lecture 17: Slide 21 The Wrath of Khan- Rendering Planet rendered first - fake light source above the particle system to create the light emitted by the flames. Line segment for each particle projected and drawn over the planet image, motion blur applied Colour time dependent, yellow to red

Graphics Lecture 17: Slide 22 How did it look? Good Explosion!

Graphics Lecture 17: Slide 23 Effective flame spread

Graphics Lecture 17: Slide 24 Close up it looks like the edge of a carpet!

Graphics Lecture 17: Slide 25 Particles in Real Time - Quake 1. A pre-rendered bitmap 2. Real time rendered glow 3. Animated glowing particles

Graphics Lecture 17: Slide 26 Where Next - Modelling Particle systems are very flexible modelling tools capable of simulating a lot of effects. The particle modelling in the Wrath of Khan was simple and effective, but there might be some benefit in incorporating more features.

Graphics Lecture 17: Slide 27 Temperature Gases cool as they expand - particles move slower at lower temperature. Gas expansion is related to pressure differential. The possibilities are endless and there have been lots of ideas tried.

Graphics Lecture 17: Slide 28 Where next - rendering The real failure in the Wrath of Khan is the rendering. Straight line segments are not a visual characteristic of incandescent gases The lines are very much apparent where the particle density is low

Graphics Lecture 17: Slide 29 Bitmap Splatting Render the particles as splats rather than lines. Each splat has a pattern with degrees of opacity at each pixel Laur and Hanrahan 1991

Graphics Lecture 17: Slide 30 Ray tracing - Blobs Blobs can be thought of as 3D splats Particles are treated as the centre of blobs and the flame dynamics can be modelled by the particles Blobs can be warped in 3D to produce a less regular appearance for the fire.

Graphics Lecture 17: Slide 31 Ray Tracing Blobs is volume rendering As the ray travels through a blob it adopts a proportion of the blob colour. It may travel through the whole particle field and take up a proportion of the scene behind Alternatively it can terminate within the particle field in places where it is denser.

Graphics Lecture 17: Slide 32 Ray tracing particle fields Ray 2 passes unchanged through the particle field and takes it colour from the scene behind Ray 3 takes part of its colour from the scene behind and part from the particle field Ray 1 takes all its colour from the particle field. The background is occluded

Graphics Lecture 17: Slide 33 Further possibilities - Implicit Surfaces Fit an implicit surface over the particles Add reflection and refraction

Graphics Lecture 17: Slide 34 Further possibilities - Radiosity Polygonise the implicit surface Calculate form factors

Graphics Lecture 17: Slide 35 Flames with radiosity and blob shadows Engell-Nielsen and Madsen University of Copenhagen (