6,084 research outputs found

    A Qualitative and Quantitative Evaluation of 8 Clear Sky Models

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    We provide a qualitative and quantitative evaluation of 8 clear sky models used in Computer Graphics. We compare the models with each other as well as with measurements and with a reference model from the physics community. After a short summary of the physics of the problem, we present the measurements and the reference model, and how we "invert" it to get the model parameters. We then give an overview of each CG model, and detail its scope, its algorithmic complexity, and its results using the same parameters as in the reference model. We also compare the models with a perceptual study. Our quantitative results confirm that the less simplifications and approximations are used to solve the physical equations, the more accurate are the results. We conclude with a discussion of the advantages and drawbacks of each model, and how to further improve their accuracy

    Interactive animation of ocean waves

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    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

    Real-Time Underwater Spectral Rendering

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    The light field in an underwater environment is characterized by complex multiple scattering interactions and wavelength‐dependent attenuation, requiring significant computational resources for the simulation of underwater scenes. We present a novel approach that makes it possible to simulate multi‐spectral underwater scenes, in a physically‐based manner, in real time. Our key observation is the following: In the vertical direction, the steady decay in irradiance as a function of depth is characterized by the diffuse downwelling attenuation coefficient, which oceanographers routinely measure for different types of waters. We rely on a database of such real‐world measurements to obtain an analytical approximation to the Radiative Transfer Equation, allowing for real‐time spectral rendering with results comparable to Monte Carlo ground‐truth references, in a fraction of the time. We show results simulating underwater appearance for the different optical water types, including volumetric shadows and dynamic, spatially varying lighting near the water surface

    Perception Enhanced Virtual Environment for Maritime Applications

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    This paper presents the development of a realtimeperception enhanced virtual environment for maritimeapplications which simulates real-time six degrees of freedomship motions (pitch, heave, roll, surge, sway, and yaw) underuser interactions, environmental conditions and various threatscenarios. This simulation system consists of reliable shipmotion prediction system and perception enhanced immersivevirtual environment with greater ecological validity. Thisvirtual environment supports multiple-display viewing that cangreatly enhance user perception and we developed the ecologicalenvironment for strong sensation of immersion. In this virtualenvironment it is possible to incorporate real world ships,geographical sceneries, several environmental conditions andwide range of visibility and illumination effects. This system canbe used for both entertainment and educational applications suchas consol level computer games, teaching & learning applicationsand various virtual reality applications. Especially this framework can be used to create immersive multi user environments

    VISJET-a computer ocean outfall modelling system

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    Sewage and industrial effluents from coastal cities are often discharged into the adjacent sea after some land-based treatment. In modern design, the wastewater is often discharged in buoyant jet groups from risers mounted on a submarine outfall on the seabed to achieve rapid mixing of effluents with tidal flow. A mathematical model for buoyant jets in currents based on the Lagrangian models, called JETLAG, was developed. The paper presents a system called VISJET, for visualizing the ocean sewage discharge system based on the JETLAG model. We discuss the features of VISJET system and show how computer visualization can be used to help with the design of an ocean sewage discharge system.published_or_final_versio

    ClimateNeRF: Physically-based Neural Rendering for Extreme Climate Synthesis

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    Physical simulations produce excellent predictions of weather effects. Neural radiance fields produce SOTA scene models. We describe a novel NeRF-editing procedure that can fuse physical simulations with NeRF models of scenes, producing realistic movies of physical phenomena inthose scenes. Our application -- Climate NeRF -- allows people to visualize what climate change outcomes will do to them. ClimateNeRF allows us to render realistic weather effects, including smog, snow, and flood. Results can be controlled with physically meaningful variables like water level. Qualitative and quantitative studies show that our simulated results are significantly more realistic than those from state-of-the-art 2D image editing and 3D NeRF stylization.Comment: project page: https://climatenerf.github.io
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