5 research outputs found
Real-time rendering and simulation of trees and snow
Tree models created by an industry used package are exported and the structure extracted in order to procedurally regenerate the geometric mesh, addressing the limitations of the application's standard output. The structure, once extracted, is used to fully generate a high quality skeleton for the tree, individually representing each
section in every branch to give the greatest achievable level of freedom of deformation and animation. Around the generated skeleton, a new geometric mesh is wrapped
using a single, continuous surface resulting in the removal of intersection based render artefacts. Surface smoothing and enhanced detail is added to the model dynamically
using the GPU enhanced tessellation engine.
A real-time snow accumulation system is developed to generate snow cover on a dynamic, animated scene. Occlusion techniques are used to project snow accumulating faces and map exposed areas to applied accumulation maps in the form of dynamic textures. Accumulation maps are xed to applied surfaces, allowing moving objects to maintain accumulated snow cover. Mesh generation is performed dynamically during the rendering pass using surface o�setting and tessellation to enhance
required detail
Computer Game Innovation
Faculty of Technical Physics, Information Technology and Applied Mathematics. Institute of Information TechnologyWydział Fizyki Technicznej, Informatyki i Matematyki Stosowanej. Instytut InformatykiThe "Computer Game Innovations" series is an international forum
designed to enable the exchange of knowledge and expertise in the
field of video game development. Comprising both academic research
and industrial needs, the series aims at advancing innovative
industry-academia collaboration. The monograph provides a unique set
of articles presenting original research conducted in the leading
academic centres which specialise in video games education. The goal
of the publication is, among others, to enhance networking
opportunities for industry and university representatives seeking to
form R&D partnerships. This publication covers the key focus areas
specified in the GAMEINN sectoral programme supported by the
National Centre for Research and Development
Recommended from our members
Modeling the accumulation of wind-driven snow
This technical sketch presents a method for modeling the appearance of snow drifts formed by the accumulation of wind-blown snow near buildings and other obstacles. Our method combines previous work on snow accumulation [Fearing] with techniques for incompressible fluid flows [Fedkiw et al.]. By computing the three-dimensional flow of air in the volume around the obstacles our method is able to model how the snow is convected, deposited, and lifted by the wind. The results demonstrate realistic snow accumulation patterns with deep windward and leeward drifts, furrows, and low accumulation in wind shadowed areas. (See figure.)
Modeling the Accumulation of Wind-Driven Snow
This technical sketch presents a method for modeling the appearance of snow drifts formed by the accumulation of wind-blown snow near buildings and other obstacles. Our method combines previous work on snow accumulation [Fearing] with techniques for incompressible fluid flows [Fedkiw et al.]. By computing the three-dimensional flow of air in the volume around the obstacles our method is able to model how the snow is convected, deposited, and lifted by the wind. The results demonstrate realistic snow accumulation patterns with deep windward and leeward drifts, furrows, and low accumulation in wind shadowed areas. (See figure.) 2 Methods The first step of our method is to compute a steady flow field for the wind around the obstacles. As the snow accumulates, this flow field will be treated as constant until a significant amount of snow has accumulated. As large amounts of snow accumulate we periodically recompute the flow to reflect resulting changes in wind pattern