707 research outputs found

    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

    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

    Fluids real-time rendering

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    In this thesis the existing methods for realistic visualization of uids in real-time are reviewed. The correct handling of the interaction of light with a uid surface can highly increase the realism of the rendering, therefore method for physically accurate rendering of re ections and refractions will be used. The light- uid interaction does not stop at the surface, but continues inside the uid volume, causing caustics and beams of light. The simulation of uids require extremely time-consuming processes to achieve physical accuracy and will not be explored, although the main concepts will be given. Therefore, the main goals of this work are: Study and review the existing methods for rendering uids in realtime. Find a simpli ed physical model of light interaction, because a complete physically correct model would not achieve real-time. Develop an application that uses the found methods and the light interaction model

    SOFI: A 3D simulator for the generation of underwater optical images

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    International audienceWe present an original simulator-called SOFI-for the synthetic generation of underwater optical images. The simulator architecture is flexible and relies on flow diagrams in order to allow the integration of various models for image generation which are based on the underwater optical phenomena. The objective is also to ensure real time or quasi real time performance so it takes advantage of the latest technologies, such as GPGPU, and relies on GPU programming under CUDA. Two kinds of models for image generation are presented and should be integrated in SOFI: (1) the OSOA model based on the radiative transfer theory and (2) global image modeling which describes globally how an image is deteriorated under the effects of sea water

    Shallow waters simulation

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    Dissertação de mestrado integrado em Informatics EngineeringRealistic simulation and rendering of water in real-time is a challenge within the field of computer graphics, as it is very computationally demanding. A common simulation approach is to reduce the problem from 3D to 2D by treating the water surface as a 2D heightfield. When simulating 2D fluids, the Shallow Water Equations (SWE) are often employed, which work under the assumption that the water’s horizontal scale is much greater than it’s vertical scale. There are several methods that have been developed or adapted to model the SWE, each with its own advantages and disadvantages. A common solution is to use grid-based methods where there is the classic approach of solving the equations in a grid, but also the Lattice-Boltzmann Method (LBM) which originated from the field of statistical physics. Particle based methods have also been used for modeling the SWE, namely as a variation of the popular Smoothed-Particle Hydrodynamics (SPH) method. This thesis presents an implementation for real-time simulation and rendering of a heightfield surface water volume. The water’s behavior is modeled by a grid-based SWE scheme with an efficient single kernel compute shader implementation. When it comes to visualizing the water volume created by the simulation, there are a variety of effects that can contribute to its realism and provide visual cues for its motion. In particular, When considering shallow water, there are certain features that can be highlighted, such as the refraction of the ground below and corresponding light attenuation, and the caustics patterns projected on it. Using the state produced by the simulation, a water surface mesh is rendered, where set of visual effects are explored. First, the water’s color is defined as a combination of reflected and transmitted light, while using a Cook- Torrance Bidirectional Reflectance Distribution Function (BRDF) to describe the Sun’s reflection. These results are then enhanced by data from a separate pass which provides caustics patterns and improved attenuation computations. Lastly, small-scale details are added to the surface by applying a normal map generated using noise. As part of the work, a thorough evaluation of the developed application is performed, providing a showcase of the results, insight into some of the parameters and options, and performance benchmarks.Simulação e renderização realista de água em tempo real é um desafio dentro do campo de computação gráfica, visto que é muito computacionalmente exigente. Uma abordagem comum de simulação é de reduzir o problema de 3D para 2D ao tratar a superfície da água como um campo de alturas 2D. Ao simular fluidos em 2D, é frequente usar as equações de águas rasas, que funcionam sobre o pressuposto de que a escala horizontal da água é muito maior que a sua escala vertical. Há vários métodos que foram desenvolvidos ou adaptados para modelar as equações de águas rasas, cada uma com as suas vantagens e desvantagens. Uma solução comum é utilizar métodos baseados em grelhas onde existe a abordagem clássica de resolver as equações numa grelha, mas também existe o método de Lattice Boltzmann que originou do campo de física estatística. Métodos baseados em partículas também já foram usados para modelar as equações de águas rasas, nomeadamente como uma variação do popular método de SPH. Esta tese apresenta uma implementação para simulação e renderização em tempo real de um volume de água com uma superfície de campo de alturas. O comportamento da água é modelado por um esquema de equações de águas rasas baseado na grelha com uma implementação eficiente de um único kernel de compute shader. No que toca a visualizar o volume de água criado pela simulação, existe uma variedade de efeitos que podem contribuir para o seu realismo e fornecer dicas visuais sobre o seu movimento. Ao considerar águas rasas, existem certas características que podem ser destacadas, como a refração do terreno por baixo e correspondente atenuação da luz, e padrões de cáusticas projetados nele. Usando o estado produzido pela simulação, uma malha da superfície da água é renderizada, onde um conjunto de efeitos visuais são explorados. Em primeiro lugar, a cor da água é definida como uma combinação de luz refletida e transmitida, sendo que uma BRDF de Cook-Torrance é usada para descrever a reflexão do Sol. Estes resultados são depois complementados com dados gerados num passo separado que fornece padrões de cáusticas e melhora as computações de atenuação. Por fim, detalhes de pequena escala são adicionados à superfície ao aplicar um mapa de normais gerado com ruído. Como parte do trabalho desenvolvido, é feita uma avaliação detalhada da aplicação desenvolvida, onde é apresentada uma demonstração dos resultados, comentários sobre alguns dos parâmetros e opções, e referências de desempenho

    Efficient algorithms for the realistic simulation of fluids

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    Nowadays there is great demand for realistic simulations in the computer graphics field. Physically-based animations are commonly used, and one of the more complex problems in this field is fluid simulation, more so if real-time applications are the goal. Videogames, in particular, resort to different techniques that, in order to represent fluids, just simulate the consequence and not the cause, using procedural or parametric methods and often discriminating the physical solution. This need motivates the present thesis, the interactive simulation of free-surface flows, usually liquids, which are the feature of interest in most common applications. Due to the complexity of fluid simulation, in order to achieve real-time framerates, we have resorted to use the high parallelism provided by actual consumer-level GPUs. The simulation algorithm, the Lattice Boltzmann Method, has been chosen accordingly due to its efficiency and the direct mapping to the hardware architecture because of its local operations. We have created two free-surface simulations in the GPU: one fully in 3D and another restricted only to the upper surface of a big bulk of fluid, limiting the simulation domain to 2D. We have extended the latter to track dry regions and is also coupled with obstacles in a geometry-independent fashion. As it is restricted to 2D, the simulation loses some features due to the impossibility of simulating vertical separation of the fluid. To account for this we have coupled the surface simulation to a generic particle system with breaking wave conditions; the simulations are totally independent and only the coupling binds the LBM with the chosen particle system. Furthermore, the visualization of both systems is also done in a realistic way within the interactive framerates; raycasting techniques are used to provide the expected light-related effects as refractions, reflections and caustics. Other techniques that improve the overall detail are also applied as low-level detail ripples and surface foam

    Manipulação interativa de cenas fotorealistas usando path tracing

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    Rendering pleasing photorealistic images requires both a high-quality renderer and wellcrafted scenes. While rendering algorithms and systems have made some impressive progress over the last two decades, creating nice scenes still remains highly dependent of the artistic skills of the modeler. As a result, researchers tend to rely on a small number of existing good-looking scenes to test their algorithms. While creating new scenes from scratch is difficult for non-artists, editing existing scenes to achieve new and desired results is a task at the reach of the average graphics user. We present a system that allows users with no special artistic skills to create new scenes by modifying existing ones through a simple user interface. Enabled by modern hardware and software advancements, we render the scenes photorealistically using path tracing and provide instant feedback on the user modifications. The quality of the images generated by our system is comparable to established offline renderers, such as PBRT, while still maintaining interactive performance. Our system should stimulate the creation of new scene datasets, and allow anyone to customize existing scenes with shapes and materials according to his/her specific needs or desires. The easy customization of scenes and the high-quality renderings produced by our system may also stimulate other professionals, such as designers, scenographers, architects, decorators, etc. to make more intense use of computer generated imaging in their daily tasks.Renderizar imagens fotorealistas agradáveis requer tanto um renderizador de alta qualidade quanto cenas bem feitas. Enquanto sistemas e algoritmos de rendering tiveram progressos impressionantes nas últimas duas décadas, a criação de cenas interessantes ainda é altamente dependente nas habilidades artísticas do modelador. Como resultado, pesquisadores tendem a usar uma porção pequena de boas cenas já existentes para testar seus algoritmos. Embora a criação de cenas do zero seja difícil para não-artistas, editar cenas existentes para conseguir novos resultados é uma tarefa ao alcance do usuário médio de computação gráfica. Nós apresentamos um sistema que permite usuários sem habilidades artísticas especiais a criar novas cenas modificando cenas existentes através de uma interface simples. Baseado em avanços recentes em hardware e software nós renderizamos as cenas fotorealisticamente usando path tracing, provendo feedback instantâneo nas modificações do usuário. A qualidade das imagens geradas pelo nosso sistema é comparável a renderizadores offline estabelecidos, como o PBRT, enquanto ainda mantendo performance interativa. Nosso sistema deve estimular a criação de novos datasets de cenas, e permitir a qualquer um a customizar cenas existentes com formas e materiais de acordo com sua necessidade ou desejo. A fácil customização de cenas e as imagens de alta qualidade produzidas pelo nosso sistema também podem estimular outros profissionais, como designers, cenógrafos, arquitetus, decoradores, etc. a fazer uso mais intenso de imagens geradas por computador em suas tarefas diárias

    Water wave animation via wavefront parameter interpolation

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    We present an efficient wavefront tracking algorithm for animating bodies of water that interact with their environment. Our contributions include: a novel wavefront tracking technique that enables dispersion, refraction, reflection, and diffraction in the same simulation; a unique multivalued function interpolation method that enables our simulations to elegantly sidestep the Nyquist limit; a dispersion approximation for efficiently amplifying the number of simulated waves by several orders of magnitude; and additional extensions that allow for time-dependent effects and interactive artistic editing of the resulting animation. Our contributions combine to give us multitudes more wave details than similar algorithms, while maintaining high frame rates and allowing close camera zooms

    Real-Time Volumetric Shadows using 1D Min-Max Mipmaps

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    Light scattering in a participating medium is responsible for several important effects we see in the natural world. In the presence of occluders, computing single scattering requires integrating the illumination scattered towards the eye along the camera ray, modulated by the visibility towards the light at each point. Unfortunately, incorporating volumetric shadows into this integral, while maintaining real-time performance, remains challenging. In this paper we present a new real-time algorithm for computing volumetric shadows in single-scattering media on the GPU. This computation requires evaluating the scattering integral over the intersections of camera rays with the shadow map, expressed as a 2D height field. We observe that by applying epipolar rectification to the shadow map, each camera ray only travels through a single row of the shadow map (an epipolar slice), which allows us to find the visible segments by considering only 1D height fields. At the core of our algorithm is the use of an acceleration structure (a 1D minmax mipmap) which allows us to quickly find the lit segments for all pixels in an epipolar slice in parallel. The simplicity of this data structure and its traversal allows for efficient implementation using only pixel shaders on the GPU
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