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A Simple, Efficient Method for Realistic Animation of Clouds

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A Simple, Efficient Method for Realistic ... Simulation of cloud formation, extinction and advection by wind ... Advection by Wind. Clouds move, blown by winds ... – PowerPoint PPT presentation

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Title: A Simple, Efficient Method for Realistic Animation of Clouds


1
A Simple, Efficient Method for Realistic
Animation of Clouds
  • Yoshinori Dobashi Kazufumi Kaneda Hideo
    Yamashita
  • Tsuyoshi Okita Tomoyuki Nishita
  • Hiroshima City University Hiroshima
    University University of Tokyo

2
Contents
  • Introduction and Motivation
  • Simulation
  • Rendering
  • Results
  • Conclusion

3
Introduction
4
Problem Overview
  • Realistic modeling and animation of
    (cumulus-type) clouds
  • Two sub-problems
  • Simulation of cloud formation, extinction and
    advection by wind
  • Rendering of the clouds, shadows and shafts of
    light

5
Previous Work - Simulation
  • Two categories of simulation methods
  • Physical process of fluid dynamics
  • Very accurate
  • Computationally expensive
  • Heuristic approach (procedural modeling)
  • Computationally inexpensive
  • Easier to implement
  • Parameters needed

6
Previous Work - Rendering
  • Accounting for multiple scattering of light
  • Computationally expensive
  • Using 3-D textures for volume density
  • Does not handle atmospheric effects such as
    shafts of light
  • Rendering shafts of light using ray-tracing or a
    similar method
  • Computationally expensive

7
Goals
  • Simple and efficient simulation method
  • Support of effects such as ...
  • Cloud color by single scattering of light
  • Shadows of clouds cast on the ground
  • Shafts of light through clouds
  • Hardware-accelerated rendering
  • Visually convincing result

8
Simulation Basic Idea
  • Cellular automaton with binary states

9
Nagels Method
  • Water vapor turns to water to form clouds
  • Use Nagels method to simulate cloud formation
  • Divide 3-D space evenly into 3-D cells
  • Assign boolean variables to each cell
  • cld indicates whether cell contain clouds
  • hum indicates whether cell has enough water vapor
    to form clouds
  • act indicates whether phase transition is ready
    to occur

10
Nagels Method (contd)
  • Cell properties in the current animation frame ti
    are used to compute the cell properties in the
    next frame ti1
  • hum(x, y, z, ti1) hum(x, y, z, ti) Ù Øact(x,
    y, z, ti)
  • cld(x, y, z, ti1) cld(x, y, z, ti) Ú act(x,
    y, z, ti)
  • act(x, y, z, ti1) Øact(x, y, z, ti) Ù hum(x,
    y, z, ti) Ù act(x, y, z , ti)
  • act is a boolean function and its value is
    calculated by the status of act in the
    surrounding cells.

11
Cloud Extinction
  • Extension to Nagels method
  • cld(x, y, z, ti1) cld(x, y, z, ti) Ù IS(rnd gt
    pext(x, y, z, ti))
  • hum(x, y, z, ti1) hum(x, y, z, ti) Ú IS(rnd lt
    phum(x, y, z, ti))
  • act(x, y, z, ti1) act(x, y, z, ti) Ú IS(rnd lt
    pact(x, y, z, ti))
  • rnd uniform random number
  • pext probability of cloud extinction
  • phum probability of vapor forming
  • pact probability of phase transition occurence

12
Advection by Wind
  • Clouds move, blown by winds
  • Wind velocity is different depending on the
    height from the ground
  • cld(x, y, z, ti1) cld(x v(z), y, z, ti)
  • hum(x, y, z, ti1) hum(x v(z), y, z, ti)
  • act(x, y, z, ti1) act(x v(z), y, z, ti)
  • v(z) wind velocity, piecewise linear function
  • Assumption wind blows towards the direction of
    x-axis

13
Controlling Cloud Motion
  • Ellipsoids simulate air parcels
  • Vapor and phase transition probability
  • higher at center / lower at edge
  • Cloud extinction probability
  • Lower at center / higher at edge
  • Ellipsoids move in direction of wind
  • Different kinds of clouds by controlling
    ellipsoid parameters (sizes and position)

14
Fast Simulation using Bitfields
  • Each cell state (cld, act, hum) can be stored in
    a single bit
  • Low memory requirements
  • Fast computation of simulation process
  • Problem Random numbers
  • Solution Precalculated look-up tables

15
Rendering Basic Idea
  • Smoothing and volume rendering
  • Splatting method for clouds
  • Spherical shells for shafts of light

16
Continuous Density Distribution Calculation
  • Simulation output is a binary distribution
  • Continuous density distribution results from
    smoothing the binary distribution
  • Cloud density of a cell is the weighted average
    of the surrounding cells
  • Each cell contributes a density distribution over
    an effective radius (?Metaballs)
  • Cloud density of an arbitrary point is therefore
    a weighted sum of a simple basis function

17
Metaball Billboards
  • Generate 2-D texture of metaballs

18
Rendering - Step 1
  • Set up parallel projection with sun at viewpoint
    and initialize framebuffer to 1.0
  • Place billboards at centers of metaballs with
    their normals toward the sun
  • Starting with billboard closest to the sun,
    project and blend billboards to framebuffer
  • Read back value at projected billboard center to
    get attenuation ratio between sun and metaball

19
Rendering Step 1 (contd)
  • After all metaballs have been projected,
    framebuffer contains shadow texture

20
Rendering Step 2
  • Render all world objects except clouds
  • Place billboards at centers of metaballs with
    their normals toward the observer
  • Project and blend billboards to framebuffer
    starting with those farthest from viewpoint

21
Rendering Step 2 (contd)
22
Shafts of Light
  • Render using spherical shells (made of polygons)
  • Modify Rendering Step 2 to
  • Calculate colors of vertices of shell polygons
    (atmospheric conditions)
  • Repeat for all shells (back-to-front)
  • Render shell k with additive blending function
    and shadow texture mapping
  • Render billboards between shell k-1 and shell k

23
Shafts of Light (contd)
24
Results
25
Results (contd)
26
Conclusion
  • Advantages
  • Simulation requires little computation
  • Memory requirements are small
  • Rendering is fast by making use of graphics
    hardware
  • Shadows of clouds and shafts of light can also be
    rendered
  • Possible improvements
  • Effects of terrain under clouds
  • Level of detail

27
The End
  • Questions?
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