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Efficient Rendering of Lightning Taking into Account Scattering Effects due to Clouds and Atmospheric Particles

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Title: Efficient Rendering of Lightning Taking into Account Scattering Effects due to Clouds and Atmospheric Particles


1
Efficient 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)
2
Overview
  • Introduction
  • Effects of Atmospheric Scattering due to
    Lightning
  • Clouds Illuminated by Lightning
  • Results
  • Conclusions

3
Introduction
Previous methods Clear/cloudy days
4
Important Elements
5
Previous Methods
  • Methods related to lightning

6
Previous Methods
  • Methods related to lightning

7
Previous Methods
  • Methods related to lightning

8
Previous Methods
  • Methods related to lightning

9
Previous Methods
  • Related to clouds and atmospheric scattering

None of these takes into account scattering
effects due to lightning flash.
10
Features 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

11
Features 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

12
Overview
  • Introduction
  • Effects of Atmospheric Scattering due to
    Lightning
  • Clouds Illuminated by Lightning
  • Results
  • Conclusions

13
Atmospheric Scattering
  • Placing point light sources

clouds
lightning
viewpoint
14
Atmospheric Scattering
  • Placing point light sources
  • Consider a single source k

P
viewpoint V
15
Atmospheric Scattering
  • Placing point light sources
  • Consider a single source k
  • No analytical solutions

P
viewpoint
16
Atmospheric Scattering
  • Placing point light sources
  • Consider a single source k

Ik
  • No analytical solutions
  • Ray tracing
  • Computationally expensive
  • Use of look-up table

viewpoint
17
Efficient Computation Using Look-up Table
  • Creating look-up table
  • local coordinate uv

18
Efficient 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

19
Efficient Computation Using Look-up Table
  • function of (ueye, veye , l)
  • preparing table by changing values of (ueye,
    veye , l)
  • Intensity of pixel

Can be computed efficientlyusing look-up table
20
Overview
  • Introduction
  • Effects of Atmospheric Scattering due to
    Lightning
  • Clouds Illuminated by Lightning
  • Results
  • Conclusions

21
Intensity Calculation of Clouds
  • Density distribution

Dobashi00
  • voxels
  • metaballs

22
Intensity Calculation of Clouds
  • Density distribution

Dobashi00
  • voxels
  • metaballs
  • Intensity Calculation
  • sum of intensity due to each point source
  • use of hardware
  • use of LOD

23
Intensity Calculation of Clouds
  • Density distribution

Dobashi00
  • 3D voxels
  • metaballs
  • Intensity Calculation
  • sum of intensity due to each point source
  • use of hardware
  • use of LOD

24
Computing Attenuation Using Hardware
  • Attenuation to each metaball
  • use of hardware-accelerated splatting
    Dobashi00
  • limited to parallel
  • sources
  • extending to point
  • sources

25
Computing Attenuation Using Hardware
  • Attenuation to each metaball

metaball
  • placing a box as 6 screens

point source k
26
Computing Attenuation Using Hardware
  • Attenuation to each metaball

metaball
  • placing a box as 6 screens

point source k
box as six screens
27
Computing Attenuation Using Hardware
billboard (square polygon)
  • Attenuation to each metaball
  • placing a box as 6 screens
  • place billboards at centers of metaballs
  • project metaballs
  • pixel value of the centers

point source k
  • Problem

Using LODgrouping metaballs hierarchically
box as six screens
cost ? no. of metaballs
(realistic cloudstens of thousands of metaballs)
28
Efficient Computation Using LOD
  • Light reaching metaball

metaballj
  • inversely proportional to square of distance

point source k
29
Efficient Computation Using LOD
  • Light reaching metaball

metaball j
  • inversely proportional to square of distance
  • attenuation due to cloud particles

point source k
30
Efficient Computation Using LOD
  • Light reaching metaball

metaball
  • inversely proportional to square of distance
  • attenuation due to cloud particles
  • intensity is small at distant regions, and
    almost uniform.

point source k
31
Efficient Computation Using LOD
  • Light reaching metaball

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

32
Efficient Computation Using LOD
  • Representing metaballs using octree
  • Grouping neighboring metaballs
  • densityaverage
  • radiustwice
  • Selecting appropriate levels depending on
    distances

33
Efficient Computation Using LOD
  • Selection of appropriate levels
  • energy received by metaball j

dVj
Ej (light reaching metaball) x (volume)
  • condition

( e threshold)
34
Efficient Computation Using LOD
  • Selection of appropriate levels
  • energy received by metaball j

dVj
Ej (light reaching metaball) x (volume)
  • condition

35
Efficient Computation Using LOD
  • Selection of appropriate levels

clouds
  • condition
  • check metaballs of highest level

point source k
36
Efficient Computation Using LOD
  • Selection of appropriate levels

clouds
  • condition
  • check metaballs of highest level
  • proceed to metaballs of lower levels

?
point source k
37
Efficient Computation Using LOD
  • Selection of appropriate levels

clouds
?
  • condition
  • check metaballs of highest level
  • proceed to metaballs of lower levels


point source k
38
Efficient Computation Using LOD
  • Selection of appropriate levels

clouds
selected metaballs
  • condition
  • check metaballs of highest level
  • proceed to metaballs of lower levels

point source k
Reducing number of metaballs to be processed
39
Overview
  • Introduction
  • Features of Our method
  • Effects of Atmospheric Scattering due to
    Lightning
  • Clouds Illuminated by Lightning
  • Results
  • Conclusions

40
Results
  • Verification using simple example
  • Parameter settings

no. of point sources 50
attenuation ratio 0.03
density of atmospheric particles 0.15
threshold e 0.2
no. of metaballs 250,000
41
Results
with LOD
without LOD
50 times faster!
42
Results
(a) lightning in clouds
(b) multiple lightning
(c) colored lightning (pink)
(d) lightning at sunset
43
Example Animation(VIDEO)
  • Simulation of lightning under different
    conditions
  • Flight simulation
  • On animating lightning
  • 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.

44
Conclusions
  • 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

45
Future Work
  • Automatic determination of parameters
  • Automatic determination of lightning color
  • Further speeding up for real-time simulations

46
Basic Idea
clouds
  • Atmospheric scattering
  • use of look-up table
  • Intensity of clouds
  • use of idea of level of detail (LOD)

viewpoint
47
Basic Idea
  • Atmospheric scattering
  • use of look-up table
  • Intensity of clouds
  • use of idea of level of detail (LOD)
  • Efficient rendering of clouds
  • use of imposter method

48
Rendering of Clouds Using Imposters
  • Drawing all metaballs

- increasing rendering time
- use of imposters
  • Grouping metaballs

49
Rendering of Clouds Using Imposters
  • Drawing all metaballs

- increasing rendering time
- use of imposters
  • Grouping metaballs
  • Placing transparent polygon for each group
  • Creating textures by drawing metaballs

clouds (metaball)
viewpoint
50
Rendering of Clouds Using Imposters
  • Drawing all metaballs

- increasing rendering time
- use of imposters
  • Grouping metaballs
  • Place transparent polygon for each group
  • Create textures by drawing clouds
  • Draw texture-mapped polygons

viewpoint
51
Rendering of Clouds Using Imposters
  • When viewpoint moves

Imposter
texture
52
Rendering of Clouds Using Imposters
  • When viewpoint moves

Imposter
  • Reuse textures

- reducing rendering time
  • Conditions for maintaining accuracy
  • regions near viewpoint
  • distant regions from viewpoint

texture
Grouping metaballs adaptively
viewpoint
53
Adaptive Generation of Imposters
  • Making use of octree for metaballs
  • Selecting appropriate levels depending on
    distance from viewpoint
  • Rendering clouds without losing accuracy

viewpoint
clouds
54
Results
with imposters
without imposters
7 times faster
55
Basic Idea
clouds
  • Atmospheric scattering
  • use of look-up table
  • Intensity of clouds
  • use of idea of level of detail (LOD)

viewpoint
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