Title: Efficient Rendering of Lightning Taking into Account Scattering Effects due to Clouds and Atmospheric Particles
1Efficient Rendering of Lightning Taking into
Account Scattering Effects due to Clouds and
Atmospheric Particles
Yoshinori Dobashi
Tsuyoshi Yamamoto
(Hokkaido University)
Tomoyuki Nishita
(The University of Tokyo)
2Overview
- Effects of Atmospheric Scattering due to
Lightning
- Clouds Illuminated by Lightning
3Introduction
Previous methods Clear/cloudy days
4Important Elements
5Previous Methods
- Methods related to lightning
6Previous Methods
- Methods related to lightning
7Previous Methods
- Methods related to lightning
8Previous Methods
- Methods related to lightning
9Previous Methods
- Related to clouds and atmospheric scattering
None of these takes into account scattering
effects due to lightning flash.
10Features of Proposed Method
- Use of Reeds method for modeling
- Use of Reeds method for modeling
- User specifies Color of lightning
- User specifies Color of lightning
- Atmospheric scattering due to flash of
lightning
- Atmospheric scattering due to flash of
lightning
- Clouds illuminated by flash of lightning
- Clouds illuminated by flash of lightning
- Efficient rendering of clouds for fly- through
animations
- Efficient rendering of clouds for fly- through
animations
11Features of Proposed Method
- Use of Reeds method for modeling
- User specifies Color of lightning
- Atmospheric scattering due to flash of
lightning
- Clouds illuminated by flash of lightning
- Efficient rendering of clouds for fly- through
animations
12Overview
- Effects of Atmospheric Scattering due to
Lightning
- Clouds Illuminated by Lightning
13Atmospheric Scattering
- Placing point light sources
clouds
lightning
viewpoint
14Atmospheric Scattering
- Placing point light sources
- Consider a single source k
P
viewpoint V
15Atmospheric Scattering
- Placing point light sources
- Consider a single source k
P
viewpoint
16Atmospheric Scattering
- Placing point light sources
- Consider a single source k
Ik
- Computationally expensive
viewpoint
17Efficient Computation Using Look-up Table
18Efficient Computation Using Look-up Table
- function of (ueye, veye , l)
- preparing table by changing values of (ueye,
veye , l)
- -T lt (ueye, veye) lt T (Tspecified by user)
- l sampled at R, G, B
19Efficient Computation Using Look-up Table
- function of (ueye, veye , l)
- preparing table by changing values of (ueye,
veye , l)
Can be computed efficientlyusing look-up table
20Overview
- Effects of Atmospheric Scattering due to
Lightning
- Clouds Illuminated by Lightning
21Intensity Calculation of Clouds
Dobashi00
22Intensity Calculation of Clouds
Dobashi00
- sum of intensity due to each point source
23Intensity Calculation of Clouds
Dobashi00
- sum of intensity due to each point source
24Computing Attenuation Using Hardware
- Attenuation to each metaball
- use of hardware-accelerated splatting
Dobashi00
- limited to parallel
- sources
- extending to point
- sources
25Computing Attenuation Using Hardware
- Attenuation to each metaball
metaball
- placing a box as 6 screens
point source k
26Computing Attenuation Using Hardware
- Attenuation to each metaball
metaball
- placing a box as 6 screens
point source k
box as six screens
27Computing Attenuation Using Hardware
billboard (square polygon)
- Attenuation to each metaball
- placing a box as 6 screens
- place billboards at centers of metaballs
- pixel value of the centers
point source k
Using LODgrouping metaballs hierarchically
box as six screens
cost ? no. of metaballs
(realistic cloudstens of thousands of metaballs)
28Efficient Computation Using LOD
metaballj
- inversely proportional to square of distance
point source k
29Efficient Computation Using LOD
metaball j
- inversely proportional to square of distance
- attenuation due to cloud particles
point source k
30Efficient Computation Using LOD
metaball
- inversely proportional to square of distance
- attenuation due to cloud particles
- intensity is small at distant regions, and
almost uniform.
point source k
31Efficient Computation Using LOD
metaball
- inversely proportional to square of distance
- attenuation due to cloud particles
- intensity is small at distant regions, and
almost uniform.
point source k
- Approximation by larger metaballs
- Selecting appropriate metaballs depending on
distances
32Efficient Computation Using LOD
- Representing metaballs using octree
- Grouping neighboring metaballs
- densityaverage
- radiustwice
- Selecting appropriate levels depending on
distances
33Efficient Computation Using LOD
- Selection of appropriate levels
- energy received by metaball j
dVj
Ej (light reaching metaball) x (volume)
( e threshold)
34Efficient Computation Using LOD
- Selection of appropriate levels
- energy received by metaball j
dVj
Ej (light reaching metaball) x (volume)
35Efficient Computation Using LOD
- Selection of appropriate levels
clouds
- check metaballs of highest level
point source k
36Efficient Computation Using LOD
- Selection of appropriate levels
clouds
- check metaballs of highest level
- proceed to metaballs of lower levels
?
point source k
37Efficient Computation Using LOD
- Selection of appropriate levels
clouds
?
- check metaballs of highest level
- proceed to metaballs of lower levels
point source k
38Efficient Computation Using LOD
- Selection of appropriate levels
clouds
selected metaballs
- check metaballs of highest level
- proceed to metaballs of lower levels
point source k
Reducing number of metaballs to be processed
39Overview
- Effects of Atmospheric Scattering due to
Lightning
- Clouds Illuminated by Lightning
40Results
- Verification using simple example
no. of point sources 50
attenuation ratio 0.03
density of atmospheric particles 0.15
threshold e 0.2
no. of metaballs 250,000
41Results
with LOD
without LOD
50 times faster!
42Results
(a) lightning in clouds
(b) multiple lightning
(c) colored lightning (pink)
(d) lightning at sunset
43Example Animation(VIDEO)
- Simulation of lightning under different
conditions
- Initial points are determined randomly in clouds.
- Periods from occurrence to the extinction are
determined randomly, less than 0.5 seconds.
- Intensity is determined randomly.
44Conclusions
- Realistic image synthesis of scenes including
lightning
- atmospheric scattering due to flash of
lightning
- clouds illuminated by flash of lightning
- efficient rendering using look-up table and
idea of LOD
- hierarchical imposters for efficient rendering
of clouds
45Future Work
- Automatic determination of parameters
- Automatic determination of lightning color
- Further speeding up for real-time simulations
46Basic Idea
clouds
- use of idea of level of detail (LOD)
viewpoint
47Basic Idea
- use of idea of level of detail (LOD)
- Efficient rendering of clouds
48Rendering of Clouds Using Imposters
- increasing rendering time
- use of imposters
49Rendering of Clouds Using Imposters
- increasing rendering time
- use of imposters
- Placing transparent polygon for each group
- Creating textures by drawing metaballs
clouds (metaball)
viewpoint
50Rendering of Clouds Using Imposters
- increasing rendering time
- use of imposters
- Place transparent polygon for each group
- Create textures by drawing clouds
- Draw texture-mapped polygons
viewpoint
51Rendering of Clouds Using Imposters
Imposter
texture
52Rendering of Clouds Using Imposters
Imposter
- reducing rendering time
- Conditions for maintaining accuracy
- distant regions from viewpoint
texture
Grouping metaballs adaptively
viewpoint
53Adaptive Generation of Imposters
- Making use of octree for metaballs
- Selecting appropriate levels depending on
distance from viewpoint
- Rendering clouds without losing accuracy
viewpoint
clouds
54Results
with imposters
without imposters
7 times faster
55Basic Idea
clouds
- use of idea of level of detail (LOD)
viewpoint