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DiRT – Dust in Real-Time

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1 DiRT – Dust in Real-Time
CS 426 Senior Projects Team 3 Advisors Marcos Bagby Ryan Romero Brett Sulprizio Hiroko Uda Sergiu Dascalu Brian Westphal Fredrick Harris, Jr. Joseph Jaquish

2 Overview Project Description Practical Applications
Objectives & Development Design Demo Future Work Questions/Comments

3 DiRT (Dust in Real-Time) is …
Dust in Real-time (DiRT) is a 3D dust visualization program and interactive computer benchmarking tool designed to model real world dust dynamics in a virtual environment in real-time. The interactive benchmarking tool allows users to track and gauge the performance of their system’s ability to render the dust by issuing real-time system and environment related reports. The system reports update in accordance with the users play. Similar to a video game, users will be able to “play” during the simulation by way of a simple vehicle simulator. This paper presents details of DiRT’s UML requirements specification, software architecture specifics, high and low-level design details, user interface principles and snapshots.

4 Practical Applications
Military The modeling of dust for use in simulations may help modern combat experts plan for or pre-empt the affects of dust caused by vehicles or the atmosphere. Video Games Low resource gaming engines. CAVE Project Immersive virtual environment.

5 Main Objectives Simulate/Model Dust Realistic Real-time

6 Development Three Methods Volumetric Fog
Diffuse Reflection (future work) Particle Systems (future work)

7 Method: Volumetric Fog
Large affected area divided into small volumes. Different Densities Volumes will translate, morph, etc… Translation, morphing specified by airflow parameters. Stencil Buffer and Alpha Blending with multipass rendering creates the illusion.

8 Design: System Architecture

9 Design

10 Demo

11 Future Work Diffuse Reflection and Particle System methods
Reflection probably most difficult to implement. Less resource intensive than a particle engine. Particle probably easiest to implement, but very resource intensive. Implement for CAVE use. Voxel Processing Method

12 Any Questions/Comments?


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