293 research outputs found

    Volumetric cloud generation using a Chinese brush calligraphy style

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    Includes bibliographical references.Clouds are an important feature of any real or simulated environment in which the sky is visible. Their amorphous, ever-changing and illuminated features make the sky vivid and beautiful. However, these features increase both the complexity of real time rendering and modelling. It is difficult to design and build volumetric clouds in an easy and intuitive way, particularly if the interface is intended for artists rather than programmers. We propose a novel modelling system motivated by an ancient painting style, Chinese Landscape Painting, to address this problem. With the use of only one brush and one colour, an artist can paint a vivid and detailed landscape efficiently. In this research, we develop three emulations of a Chinese brush: a skeleton-based brush, a 2D texture footprint and a dynamic 3D footprint, all driven by the motion and pressure of a stylus pen. We propose a hybrid mapping to generate both the body and surface of volumetric clouds from the brush footprints. Our interface integrates these components along with 3D canvas control and GPU-based volumetric rendering into an interactive cloud modelling system. Our cloud modelling system is able to create various types of clouds occurring in nature. User tests indicate that our brush calligraphy approach is preferred to conventional volumetric cloud modelling and that it produces convincing 3D cloud formations in an intuitive and interactive fashion. While traditional modelling systems focus on surface generation of 3D objects, our brush calligraphy technique constructs the interior structure. This forms the basis of a new modelling style for objects with amorphous shape

    Simulating Destruction Effects in SideFX Houdini

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    As movies, television shows, and other forms of media have progressed over the last century, the use of destruction sequences as a form of entertainment have seemingly grown exponentially. From ginormous explosions to cities collapsing, more destruction sequences have drawn people’s attention in ways that are quite captivating. However, as content producers continue to push the limit of what is possible, the reliance on practical effects starts to dwindle in comparison to the usage of computer generated scenes. This thesis acknowledges the trend and dissects the entire process of how a general destruction sequence is made, from the research and planning process to the actual simulation of the effects. Various methods are discussed in how to attempt the creation of destruction with a singular project in mind. The goal is to not only to complete the sequence, but to do so in an efficient manner that can rival a professional workflow

    The subtropical global plume in the Pacific Exploratory Mission-Tropics A (PEM-Tropics A), PEM-Tropics B, and the Global Atmospheric Sampling Program (GASP): How tropical emissions affect the remote Pacific

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    [1] An extended southern subtropical plume of CO meanders>15,000 km around the world, gradually spreading around 20 S. This southern pollution plume is most noticeable in the burning season, southern spring; a similar subtropical plume appears in the northern spring. We use tracer maps to guide the use of trajectories to trace observations of the plume to their origins. The MM5 mesoscale model provides high-resolution, near-global synoptic reconstructions of the weather. Two situations are analyzed: NASA’s airborne Pacific Exploratory Mission-Tropics A (PEM-Tropics A) period, September–October 1996 and the PEM-Tropics B period, March–April 1999. Similar features are noted for a much earlier mission in 1977, which apparently captured the first, but never-recognized, samples of the global pollution of the Southern Hemisphere. For PEM-Tropics A, near-source pieces of the plume are clearly seen in the Total Ozone Mapping Spectrometer (TOMS) absorbing aerosol product and are well simulated. Downwind, the aircraft sampling of several strands deriving from a single plume seems representative and well simulated. A general mechanism of the plume emerges: The southern plume arises in surface accumulation regions in Africa and Sout

    Environmental FX for Multiple Productions

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    This thesis presents methods for creating visually interesting environmental visual effects using Houdini. Four different types of environmental effects are shown: Dust trails, Waterfall mist, Snow, and Underwater dust. Each of these effects emulate real world phenomena, but also have the ability to be artistically driven to fit the visual artist’s need

    3D Fractal Flame Wisps

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    This thesis presents a method for integrating two algorithms, fractal flames and wisps, to create visually rich and interesting patterns with 3D volumetric structure. Twenty-one single 3D flame variations are described and specified. These patterns were used to produce an aesthetically designed animation, inspired by both Hubble Telescope photographs and data from a simulation of a predicted collision between the Milky Way and Sagittarius galaxies. The thesis also describes Python tools and a Houdini pre-visualization pipeline that were developed to facilitate the animation design and production

    Realistic simulation and animation of clouds using SkewT-LogP diagrams

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    Nuvens e clima são tópicos importantes em computação gráfica, nomeadamente na simulação e animação de fenómenos naturais. Tal deve-se ao facto de a simulação de fenómenos naturais−onde as nuvens estão incluídas−encontrar aplicações em filmes, jogos e simuladores de voo. Contudo, as técnicas existentes em computação gráfica apenas permitem representações de nuvens simplificadas, tornadas possíveis através de dinâmicas fictícias que imitam a realidade. O problema que este trabalho pretende abordar prende-se com a simulação de nuvens adequadas para utilização em ambientes virtuais, isto é, nuvens com dinâmica baseada em física que variam ao longo do tempo. Em meteorologia é comum usar técnicas de simulação de nuvens baseadas em leis da física, contudoossistemasatmosféricosdeprediçãonuméricasãocomputacionalmente pesados e normalmente possuem maior precisão numérica do que o necessário em computação gráfica. Neste campo, torna-se necessário direcionar e ajustar as características físicas ou contornar a realidade de modo a atingir os objetivos artísticos, sendo um fator fundamental que faz com que a computação gráfica se distinga das ciências físicas. Contudo, simulações puramente baseadas em física geram soluções de acordo com regras predefinidas e tornam-se notoriamente difíceis de controlar. De modo a enfrentar esses desafios desenvolvemos um novo método de simulação de nuvens baseado em física que possui a característica de ser computacionalmente leve e simula as propriedades dinâmicas relacionadas com a formação de nuvens. Este novo modelo evita resolver as equações físicas, ao apresentar uma solução explícita para essas equações através de diagramas termodinâmicos SkewT/LogP. O sistema incorpora dados reais de forma a simular os parâmetros necessários para a formação de nuvens. É especialmente adequado para a simulação de nuvens cumulus que se formam devido ao um processo convectivo. Esta abordagem permite não só reduzir os custos computacionais de métodos baseados em física, mas também fornece a possibilidade de controlar a forma e dinâmica de nuvens através do controlo dos níveis atmosféricos existentes no diagrama SkewT/LogP. Nestatese,abordámostambémumoutrodesafio,queestárelacionadocomasimulação de nuvens orográficas. Do nosso conhecimento, esta é a primeira tentativa de simular a formação deste tipo de nuvens. A novidade deste método reside no fato de este tipo de nuvens serem não convectivas, oque se traduz nocálculodeoutrosníveis atmosféricos. Além disso, atendendo a que este tipo de nuvens se forma sobre montanhas, é também apresentadoumalgoritmoparadeterminarainfluênciadamontanhasobreomovimento da nuvem. Em resumo, esta dissertação apresenta um conjunto de algoritmos para a modelação e simulação de nuvens cumulus e orográficas, recorrendo a diagramas termodinâmicos SkewT/LogP pela primeira vez no campo da computação gráfica.Clouds and weather are important topics in computer graphics, in particular in the simulation and animation of natural phenomena. This is so because simulation of natural phenomena−where clouds are included−find applications in movies, games and flight simulators. However, existing techniques in computer graphics only offer the simplified cloud representations, possibly with fake dynamics that mimic the reality. The problem that this work addresses is how to find realistic simulation of cloud formation and evolution, that are suitable for virtual environments, i.e., clouds with physically-based dynamics over time. It happens that techniques for cloud simulation are available within the area of meteorology, but numerical weather prediction systems based on physics laws are computationally expensive and provide more numerical accuracy than the required accuracy in computer graphics. In computer graphics, we often need to direct and adjust physical features, or even to bend the reality, to meet artistic goals, which is a key factor that makes computer graphics distinct from physical sciences. However, pure physically-based simulations evolve their solutions according to pre-set physics rules that are notoriously difficult to control. In order to face these challenges we have developed a new lightweight physically-based cloudsimulationschemethatsimulatesthedynamicpropertiesofcloudformation. This new model avoids solving the physically-based equations typically used to simulate the formation of clouds by explicitly solving these equations using SkewT/LogP thermodynamic diagrams. The system incorporates a weather model that uses real data to simulate parameters related to cloud formation. This is specially suitable to the simulation of cumulus clouds, which result from a convective process. This approach not only reduces the computational costs of previous physically-based methods, but also provides a technique to control the shape and dynamics of clouds by handling the cloud levels in SkewT/LogP diagrams. In this thesis, we have also tackled a new challenge, which is related to the simulation oforographic clouds. From ourknowledge, this isthefirstattempttosimulatethis type of cloud formation. The novelty in this method relates to the fact that these clouds are non-convective, so that different atmospheric levels have to be determined. Moreover, since orographic clouds form over mountains, we have also to determine the mountain influence in the cloud motion. In summary, this thesis presents a set of algorithms for the modelling and simulation of cumulus and orographic clouds, taking advantage of the SkewT/LogP diagrams for the first time in the field of computer graphics

    A Node Based Volume Modeling and Rendering Toolkit for Python

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    This thesis covers the implementation and use of a node based volume modeling and ren- dering toolkit for python. The first part of the thesis covers the code structure of the toolkit, the implementation of the nodes, and how they are evaluated. Operator graphs are built from nodes to create and shape volumes. During volume rendering these graphs are evaluated for the density and color values. The second part of the thesis covers how the toolkit was used to create and render volumetric effects by emulating an effect seen in a movie. The animation of the effect, the use of the toolkit and compositing the effect are all discussed

    Architecture's Model Environments

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    Seen through the distilling lens of the architectural model, Architecture’s Model Environments is a novel and far-reaching exploration of the many dialogues buildings have with their environmental surroundings. Expanding on histories of building technology, the book sheds new light on how physical models conventionally understood as engineering experimentation devices enable architectural design speculation. The book begins with a catalogue of ten original model prototypes – of wind tunnels, water tables and filling boxes – and is the first of its kind to establish an architectural approach to fabricating such environmental models. Subsequent chapters feature three precedent models that have been largely overlooked within the wider oeuvres of their authors: French polymath Étienne-Jules Marey’s 1900-2 wind tunnels, Hungarian-American architects Victor and Aladár Olgyay’s 1955-63 thermoheliodon, and Scottish chemist and building ventilation expert David Boswell ‘The Ventilator’ Reid’s 1844 test tube convection experiments. Moving between historic moments and the present day, between case studies and original prototypes, the book reveals the potent ability for models, as both physical artefacts and mental ideals, to reflect prevailing cultural views about the world and to even reshape those views. Fundamentally, Architecture’s Model Environments illustrates how environmental models reveal design insights across scales from the seam (that leaks) to the body (that feels) to the building (that mediates) to the world (that immerses)
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