15 research outputs found

    Usage Based Materials by Simulating Layered Imperfections

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    Maintaining the ability to make quick iterations is very important to any artist in Computer Graphics, which is not always easy for simulating realistic materials based on how they are used. This thesis will examine imperfections in materials and the way different imperfections interact with each other based on how they are used. A new system will be created to save artist time by simulating how imperfections are layered and positioned

    Usage Based Materials by Simulating Layered Imperfections

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    Maintaining the ability to make quick iterations is very important to any artist in Computer Graphics, which is not always easy for simulating realistic materials based on how they are used. This thesis will examine imperfections in materials and the way different imperfections interact with each other based on how they are used. A new system will be created to save artist time by simulating how imperfections are layered and positioned

    Improved Gamma Ton Tracing Technique Using Height Field Profile Tracing

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    Procedural aging techniques of synthetic cities and 3D scenarios

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    Today we live in an increasingly computerized and demanding world. A world where is constantly presented the need for, the industry of video games and movies, to find ways to create more realistic graphics environments, faster and longer with a huge level of variety. To address this need, the techniques for procedural generation appeared. These techniques were used by the computer graphics industry to create textures to simulate special effects and generate complex natural models, including mostly vegetation. Within these first techniques we can find a wide range of techniques. Subsequently, with the needs to create increasingly more complex and realistic environments, emerged the solution to adapt these algorithms, already known, to something more complex such as the generation of a road infrastructure, the generation of buildings or allowed to practically generate a world only with procedural generation and a set of rules. Although this development is increasingly felt, we noticed there is an interest in a new area, which is the procedural aging of buildings in these graphical worlds. Several authors had proposed to create new and better algorithms of procedural aging in building. These authors when approaching this subject, tend to follow a very unique and specific way, creating an algorithm capable of playing a unique phenomenon of aging. Thus, identified this gap in the literature, it was decided to seize this opportunity and present and develop a procedural aging algorithm applied to buildings that is capable of reproduce different aging phenomena, and that consumes low computational resources being capable of be applied to a huge 3D scenario.Hoje em dia vivemos num mundo cada vez mais computorizado e exigente. Um mundo onde cada vez mais está presente a necessidade de a industria dos jogos de vídeo e dos filmes arranjar maneiras de criar ambientes gráficos mais realistas, mais rapidamente e já com um nível de variedade grande. Para colmatar esta necessidade surgiu então as técnicas de geração procedural. Estas técnicas aliaram-se á industria de computação gráfica para criar texturas naturais, simular efeitos especiais e gerar modelos naturais complexos, incluindo maioritariamente vegetação. Dentro destas primeiras técnicas podemos encontrar as fractais, L-system e Perlin Noise, entre outros. Posteriormente, com a necessidades de criar cada vez mais ambientes mais complexos, surgiu a solução de adaptar estes algoritmos já conhecidos para algo mais complexo, como a geração de uma estrutura rodoviária, ou como a geração de edifícios podendo assim praticamente gerar um mundo inteiro somente com a geração procedural e um conjunto de regras. Apesar de esta evolução ser cada vez mais sentida, notou-se um crescente interesse num tema em partcular, sendo essa, o envelhecimento procedural dos edifícios nestes mundos gráficos. Vários autores até então tinham-se proposto a criar novos e cada vez melhores algoritmos de envelhecimento procedural dos edifícios. Estes autores ao abordar este tema, tendem em seguir um caminho muito singular e especifico, criando um algoritmo capaz de reproduzir um unico fenomeno de envelhecimento. Assim, identificada esta lacuna na literatura, decidiu-se agarrar esta oportunidade e apresentar e desenvolver um algoritmo de envelhecimento procedural aplicado aos edifícios que é capaz de reproduzir diferentes fenomenos de envelhecimento, e que consome poucos recursos computacionais sendo capaz de ser aplicado a um grande cenário 3D

    Material aging for game environments

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    We propose a software and work-flow to create 3D model imperfections and aging effects while adding very little overhead to the rendering time of the models. Specifically, we implement a tool that adds all these effects into the physically based rendering (PBR) textures of the input model

    Real-time Physics Based Simulation for 3D Computer Graphics

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    Restoration of realistic animation is a critical part in the area of computer graphics. The goal of this sort of simulation is to imitate the behavior of the transformation in real life to the greatest extent. Physics-based simulation provides a solid background and proficient theories that can be applied in the simulation. In this dissertation, I will present real-time simulations which are physics-based in the area of terrain deformation and ship oscillations. When ground vehicles navigate on soft terrains such as sand, snow and mud, they often leave distinctive tracks. The realistic simulation of such vehicle-terrain interaction is important for ground based visual simulations and many video games. However, the existing research in terrain deformation has not addressed this issue effectively. In this dissertation, I present a new terrain deformation algorithm for simulating vehicle-terrain interaction in real time. The algorithm is based on the classic terramechanics theories, and calculates terrain deformation according to the vehicle load, velocity, tire size, and soil concentration. As a result, this algorithm can simulate different vehicle tracks on different types of terrains with different vehicle properties. I demonstrate my algorithm by vehicle tracks on soft terrain. In the field of ship oscillation simulation, I propose a new method for simulating ship motions in waves. Although there have been plenty of previous work on physics based fluid-solid simulation, most of these methods are not suitable for real-time applications. In particular, few methods are designed specifically for simulating ship motion in waves. My method is based on physics theories of ship motion, but with necessary simplifications to ensure real-time performance. My results show that this method is well suited to simulate sophisticated ship motions in real time applications

    A Framework for the Generation of Textures Representing Time-Dependent Changes in the Appearance of Dust Layers

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    The perception of realism in computer generated images can be significantly enhanced by subtle visual cues. Among those, one can highlight the presence of dust on synthetic objects, which is often subject to temporal variations in real settings. Moreover, by re- alistically depicting the appearance of dust accumulated over time, one can also convey subtle information about the history of a scene. In this thesis, we present a framework for the generation of textures representing the accumulation of this ubiquitous material over time in indoor settings. It employs a physically-inspired approach to portray the effects of different levels of accumulated dust roughness on the appearance of substrate surfaces, and to modulate these effects according to the different illumination and viewing geometries. The development of its core algorithms was guided by empirical insights and data obtained from observational experiments which are also described. To illustrate its applicability to the rendering of visually plausible depictions of time-dependent changes in dusty scenes, we provide sequences of images obtained considering distinct dust accumulation scenarios

    Simulation of 3D Model, Shape, and Appearance Aging by Physical, Chemical, Biological, Environmental, and Weathering Effects

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    Physical, chemical, biological, environmental, and weathering effects produce a range of 3D model, shape, and appearance changes. Time introduces an assortment of aging, weathering, and decay processes such as dust, mold, patina, and fractures. These time-varying imperfections provide the viewer with important visual cues for realism and age. Existing approaches that create realistic aging effects still require an excessive amount of time and effort by extremely skilled artists to tediously hand fashion blemishes or simulate simple procedural rules. Most techniques do not scale well to large virtual environments. These limitations have prevented widespread utilization of many aging and weathering algorithms. We introduce a novel method for geometrically and visually simulating these processes in order to create visually realistic scenes. This work proposes the ``mu-ton system, a framework for scattering numerous mu-ton particles throughout an environment to mutate and age the world. We take a point based representation to discretize both the decay effects and the underlying geometry. The mu-ton particles simulate interactions between multiple phenomena. This mutation process changes both the physical properties of the external surface layer and the internal volume substrate. The mutation may add or subtract imperfections into the environment as objects age. First we review related work in aging and weathering, and illustrate the limitations of the current data-driven and physically based approaches. We provide a taxonomy of aging processes. We then describe the structure for our ``mu-ton framework, and we provide the user a short tutorial how to setup different effects. The first application of the ``mu-ton system focuses on inorganic aging and decay. We demonstrate changing material properties on a variety of objects, and simulate their transformation. We show the application of our system aging a simple city alley on different materials. The second application of the ``mu-ton system focuses organic aging. We provide details on simulating a variety of growth processes. We then evaluate and analyze the ``mu-ton framework and compare our results with ``gamma-ton tracing. Finally, we outline the contributions this thesis provides to computer-based aging and weathering simulation

    Temporal Signature Modeling and Analysis

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    A vast amount of digital satellite and aerial images are collected over time, which calls for techniques to extract useful high-level information, such as recognizable events. One part of this thesis proposes a framework for streaming analysis of the time series, which can recognize events without supervision and memorize them by building the temporal contexts. The memorized historical data is then used to predict the future and detect anomalies. A new incremental clustering method is proposed to recognize the event without training. A memorization method of double localization, including relative and absolute localization, is proposed to model the temporal context. Finally, the predictive model is built based on the method of memorization. The Edinburgh Pedestrian Dataset , which offers about 1000 observed trajectories of pedestrians detected in camera images each working day for several months, is used as an example to illustrate the framework. Although there is a large amount of image data captured, most of them are not available to the public. The other part of this thesis developed a method of generating spatial-spectral-temporal synthetic images by enhancing the capacity of a current tool called DIRISG (Digital Imaging and Remote Sensing Image Generation). Currently, DIRSIG can only model limited temporal signatures. In order to observe general temporal changes in a process within the scene, a process model, which links the observable signatures of interest temporally, should be developed and incorporated into DIRSIG. The sub process models could be categorized into two types. One is that the process model drives the property of each facet of the object changing over time, and the other one is to drive the geometry location of the object in the scene changing as a function of time. Two example process models are used to show how process models can be incorporated into DIRSIG
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