22,823 research outputs found

    Efficient rendering of atmospheric phenomena

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    Journal ArticleRendering of atmospheric bodies involves modeling the complex interaction of light throughout the highly scattering medium of water and air particles. Scattering by these particles creates many well-known atmospheric optical phenomena including rainbows, halos, the corona, and the glory. Unfortunately, most radiative transport approximations in computer graphics are ill-suited to render complex angularly dependent effects in the presence of multiple scattering at reasonable frame rates. Therefore, this paper introduces a multiple-model lighting system that efficiently captures these essential atmospheric effects. We have solved the rendering of fine angularly dependent effects in the presence of multiple scattering by designing a lighting approximation based upon multiple scattering phase functions. This model captures gradual blurring of chromatic atmospheric optical phenomena by handling the gradual angular spreading of the sunlight as it experiences multiple scattering events with anisotropic scattering particles. It has been designed to take advantage of modern graphics hardware; thus, it is capable of rendering these effects at near interactive frame rates

    A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics

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    This paper presents a survey of ocean simulation and rendering methods in computer graphics. To model and animate the ocean's surface, these methods mainly rely on two main approaches: on the one hand, those which approximate ocean dynamics with parametric, spectral or hybrid models and use empirical laws from oceanographic research. We will see that this type of methods essentially allows the simulation of ocean scenes in the deep water domain, without breaking waves. On the other hand, physically-based methods use Navier-Stokes Equations (NSE) to represent breaking waves and more generally ocean surface near the shore. We also describe ocean rendering methods in computer graphics, with a special interest in the simulation of phenomena such as foam and spray, and light's interaction with the ocean surface

    The affective notes of represented space as motors of emotional and sensorial response

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    The following essay proposes to investigate the perceptual and emotional aspects related to the visualization of architectural images. The field of research is limited to a well-defined category: figurative representations as the photographic and digital images of contemporary architecture. In particular, two types will be analysed: the un-built architecture produced by Studio MIR and Bloomimages compared with the photographed built architecture. Using figurative images as a tool of reading, the aim of this work is to identify and classify three types of affective spaces capable of generating a specific kind of perception, producing a sensorial classification of atmosphere for architecture. The study of the Psychology of Art, as well as Aesthetics and Neuroaesthetics can be a valuable tool in understanding the phenomena of the present, considering the marked pictoriality of these images. The application of the analytic methodology, developed in these disciplines, can suggest a new way of "looking" at the project, paying attention to the representation of the atmospheres, which characterizes the experience of felt space

    AirSim: High-Fidelity Visual and Physical Simulation for Autonomous Vehicles

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    Developing and testing algorithms for autonomous vehicles in real world is an expensive and time consuming process. Also, in order to utilize recent advances in machine intelligence and deep learning we need to collect a large amount of annotated training data in a variety of conditions and environments. We present a new simulator built on Unreal Engine that offers physically and visually realistic simulations for both of these goals. Our simulator includes a physics engine that can operate at a high frequency for real-time hardware-in-the-loop (HITL) simulations with support for popular protocols (e.g. MavLink). The simulator is designed from the ground up to be extensible to accommodate new types of vehicles, hardware platforms and software protocols. In addition, the modular design enables various components to be easily usable independently in other projects. We demonstrate the simulator by first implementing a quadrotor as an autonomous vehicle and then experimentally comparing the software components with real-world flights.Comment: Accepted for Field and Service Robotics conference 2017 (FSR 2017

    Visualization of and Access to CloudSat Vertical Data through Google Earth

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    Online tools, pioneered by the Google Earth (GE), are facilitating the way in which scientists and general public interact with geospatial data in real three dimensions. However, even in Google Earth, there is no method for depicting vertical geospatial data derived from remote sensing satellites as an orbit curtain seen from above. Here, an effective solution is proposed to automatically render the vertical atmospheric data on Google Earth. The data are first processed through the Giovanni system, then, processed to be 15-second vertical data images. A generalized COLLADA model is devised based on the 15-second vertical data profile. Using the designed COLLADA models and satellite orbit coordinates, a satellite orbit model is designed and implemented in KML format to render the vertical atmospheric data in spatial and temporal ranges vividly. The whole orbit model consists of repeated model slices. The model slices, each representing 15 seconds of vertical data, are placed on the CloudSat orbit based on the size, scale, and angle with the longitude line that are precisely and separately calculated on the fly for each slice according to the CloudSat orbit coordinates. The resulting vertical scientific data can be viewed transparently or opaquely on Google Earth. Not only is the research bridged the science and data with scientists and the general public in the most popular way, but simultaneous visualization and efficient exploration of the relationships among quantitative geospatial data, e.g. comparing the vertical data profiles with MODIS and AIRS precipitation data, becomes possible

    Management and display of four-dimensional environmental data sets using McIDAS

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    Over the past four years, great strides have been made in the areas of data management and display of 4-D meteorological data sets. A survey was conducted of available and planned 4-D meteorological data sources. The data types were evaluated for their impact on the data management and display system. The requirements were analyzed for data base management generated by the 4-D data display system. The suitability of the existing data base management procedures and file structure were evaluated in light of the new requirements. Where needed, new data base management tools and file procedures were designed and implemented. The quality of the basic 4-D data sets was assured. The interpolation and extrapolation techniques of the 4-D data were investigated. The 4-D data from various sources were combined to make a uniform and consistent data set for display purposes. Data display software was designed to create abstract line graphic 3-D displays. Realistic shaded 3-D displays were created. Animation routines for these displays were developed in order to produce a dynamic 4-D presentation. A prototype dynamic color stereo workstation was implemented. A computer functional design specification was produced based on interactive studies and user feedback

    The development of local solar irradiance for outdoor computer graphics rendering

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    Atmospheric effects are approximated by solving the light transfer equation, LTE, of a given viewing path. The resulting accumulated spectral energy (its visible band) arriving at the observer’s eyes, defines the colour of the object currently on the line of sight. Due to the convenience of using a single rendering equation to solve the LTE for daylight sky and distant objects (aerial perspective), recent methods had opt for a similar kind of approach. Alas, the burden that the real-time calculation brings to the foil had forced these methods to make simplifications that were not in line with the actual world observation. Consequently, the results of these methods are laden with visual-errors. The two most common simplifications made were: i) assuming the atmosphere as a full-scattering medium only and ii) assuming a single density atmosphere profile. This research explored the possibility of replacing the real-time calculation involved in solving the LTE with an analytical-based approach. Hence, the two simplifications made by the previous real-time methods can be avoided. The model was implemented on top of a flight simulator prototype system since the requirements of such system match the objectives of this study. Results were verified against the actual images of the daylight skies. Comparison was also made with the previous methods’ results to showcase the proposed model strengths and advantages over its peers
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