16,418 research outputs found
A Survey of Ocean Simulation and Rendering Techniques in Computer Graphics
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
Computer‐simulated experiments and computer games: A method of design analysis
This paper describes a new research programme to design computer‐simulated experiments in the field of fuels and combustion, and describes a method of categorization based on a taxonomy proposed by Gredler. The key features which enhance science content and process skills are identified The simulations are designed to be as realistic as possible, and are built using three‐dimensional computer‐aided design, rendering and animation tools, with the intention of creating an interactive virtual laboratory on the computer screen. A number of computer games are also categorized against the computer simulations and the same taxonomy for comparison. The paper then describes how designers of computer simulations can add to their own learning by retrospectively analysing their own simulations
Value of river discharge data for global-scale hydrological modeling
his paper investigates the value of observed river discharge data for global-scale hydrological modeling of a number of flow characteristics that are required for assessing water resources, flood risk and habitat alteration of aqueous ecosystems. An improved version of WGHM (WaterGAP Global Hydrology Model) was tuned in a way that simulated and observed long-term average river discharges at each station become equal, using either the 724-station dataset (V1) against which former model versions were tuned or a new dataset (V2) of 1235 stations and often longer time series. WGHM is tuned by adjusting one model parameter (γ) that affects runoff generation from land areas, and, where necessary, by applying one or two correction factors, which correct the total runoff in a sub-basin (areal correction factor) or the discharge at the station (station correction factor). The study results are as follows. (1) Comparing V2 to V1, the global land area covered by tuning basins increases by 5%, while the area where the model can be tuned by only adjusting γ increases by 8% (546 vs. 384 stations). However, the area where a station correction factor (and not only an areal correction factor) has to be applied more than doubles (389 vs. 93 basins), which is a strong drawback as use of a station correction factor makes discharge discontinuous at the gauge and inconsistent with runoff in the basin. (2) The value of additional discharge information for representing the spatial distribution of long-term average discharge (and thus renewable water resources) with WGHM is high, particularly for river basins outside of the V1 tuning area and for basins where the average sub-basin area has decreased by at least 50% in V2 as compared to V1. For these basins, simulated long-term average discharge would differ from the observed one by a factor of, on average, 1.8 and 1.3, respectively, if the additional discharge information were not used for tuning. The value tends to be higher in semi-arid and snow-dominated regions where hydrological models are less reliable than in humid areas. The deviation of the other simulated flow characteristics (e.g. low flow, inter-annual variability and seasonality) from the observed values also decreases significantly, but this is mainly due to the better representation of average discharge but not of variability. (3) The optimal sub-basin size for tuning depends on the modeling purpose. On the one hand, small basins between 9000 and 20 000 km2 show a much stronger improvement in model performance due to tuning than the larger basins, which is related to the lower model performance (with and without tuning), with basins over 60 000 km2 performing best. On the other hand, tuning of small basins decreases model consistency, as almost half of them require a station correction factor
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Mediterranean Sea response to climate change in an ensemble of twenty first century scenarios
The Mediterranean climate is expected to become warmer and drier during the twenty-first century. Mediterranean Sea response to climate change could be modulated by the choice of the socio-economic scenario as well as the choice of the boundary conditions mainly the Atlantic hydrography, the river runoff and the atmospheric fluxes. To assess and quantify the sensitivity of the Mediterranean Sea to the twenty-first century climate change, a set of numerical experiments was carried out with the regional ocean model NEMOMED8 set up for the Mediterranean Sea. The model is forced by air–sea fluxes derived from the regional climate model ARPEGE-Climate at a 50-km horizontal resolution. Historical simulations representing the climate of the period 1961–2000 were run to obtain a reference state. From this baseline, various sensitivity experiments were performed for the period 2001–2099, following different socio-economic scenarios based on the Special Report on Emissions Scenarios. For the A2 scenario, the main three boundary forcings (river runoff, near-Atlantic water hydrography and air–sea fluxes) were changed one by one to better identify the role of each forcing in the way the ocean responds to climate change. In two additional simulations (A1B, B1), the scenario is changed, allowing to quantify the socio-economic uncertainty. Our 6-member scenario simulations display a warming and saltening of the Mediterranean. For the 2070–2099 period compared to 1961–1990, the sea surface temperature anomalies range from +1.73 to +2.97 °C and the SSS anomalies spread from +0.48 to +0.89. In most of the cases, we found that the future Mediterranean thermohaline circulation (MTHC) tends to reach a situation similar to the eastern Mediterranean Transient. However, this response is varying depending on the chosen boundary conditions and socio-economic scenarios. Our numerical experiments suggest that the choice of the near-Atlantic surface water evolution, which is very uncertain in General Circulation Models, has the largest impact on the evolution of the Mediterranean water masses, followed by the choice of the socio-economic scenario. The choice of river runoff and atmospheric forcing both have a smaller impact. The state of the MTHC during the historical period is found to have a large influence on the transfer of surface anomalies toward depth. Besides, subsurface currents are substantially modified in the Ionian Sea and the Balearic region. Finally, the response of thermosteric sea level ranges from +34 to +49 cm (2070–2099 vs. 1961–1990), mainly depending on the Atlantic forcing
Interactive Procedural Modelling of Coherent Waterfall Scenes
International audienceCombining procedural generation and user control is a fundamental challenge for the interactive design of natural scenery. This is particularly true for modelling complex waterfall scenes where, in addition to taking charge of geometric details, an ideal tool should also provide a user with the freedom to shape the running streams and falls, while automatically maintaining physical plausibility in terms of flow network, embedding into the terrain, and visual aspects of the waterfalls. We present the first solution for the interactive procedural design of coherent waterfall scenes. Our system combines vectorial editing, where the user assembles elements to create a waterfall network over an existing terrain, with a procedural model that parametrizes these elements from hydraulic exchanges; enforces consistency between the terrain and the flow; and generates detailed geometry, animated textures and shaders for the waterfalls and their surroundings. The tool is interactive, yielding visual feedback after each edit
An evaluation resource for geographic information retrieval
In this paper we present an evaluation resource for geographic information retrieval developed within the Cross Language Evaluation
Forum (CLEF). The GeoCLEF track is dedicated to the evaluation of geographic information retrieval systems. The resource
encompasses more than 600,000 documents, 75 topics so far, and more than 100,000 relevance judgments for these topics. Geographic
information retrieval requires an evaluation resource which represents realistic information needs and which is geographically
challenging. Some experimental results and analysis are reported
Modeling water resources management at the basin level: review and future directions
Water quality / Water resources development / Agricultural production / River basin development / Mathematical models / Simulation models / Water allocation / Policy / Economic aspects / Hydrology / Reservoir operation / Groundwater management / Drainage / Conjunctive use / Surface water / GIS / Decision support systems / Optimization methods / Water supply
Terrain Diffusion Network: Climatic-Aware Terrain Generation with Geological Sketch Guidance
Sketch-based terrain generation seeks to create realistic landscapes for
virtual environments in various applications such as computer games, animation
and virtual reality. Recently, deep learning based terrain generation has
emerged, notably the ones based on generative adversarial networks (GAN).
However, these methods often struggle to fulfill the requirements of flexible
user control and maintain generative diversity for realistic terrain.
Therefore, we propose a novel diffusion-based method, namely terrain diffusion
network (TDN), which actively incorporates user guidance for enhanced
controllability, taking into account terrain features like rivers, ridges,
basins, and peaks. Instead of adhering to a conventional monolithic denoising
process, which often compromises the fidelity of terrain details or the
alignment with user control, a multi-level denoising scheme is proposed to
generate more realistic terrains by taking into account fine-grained details,
particularly those related to climatic patterns influenced by erosion and
tectonic activities. Specifically, three terrain synthesisers are designed for
structural, intermediate, and fine-grained level denoising purposes, which
allow each synthesiser concentrate on a distinct terrain aspect. Moreover, to
maximise the efficiency of our TDN, we further introduce terrain and sketch
latent spaces for the synthesizers with pre-trained terrain autoencoders.
Comprehensive experiments on a new dataset constructed from NASA Topology
Images clearly demonstrate the effectiveness of our proposed method, achieving
the state-of-the-art performance. Our code and dataset will be publicly
available
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