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DiRT Dust in RealTime

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CS 426 Senior Projects. Overview. Project Description. Practical Applications ... Video Games. Low resource gaming engines. CAVE Project. Immersive virtual ... – PowerPoint PPT presentation

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Title: DiRT Dust in RealTime


1
DiRT Dust in Real-Time
CS 426 Senior Projects
Team 3
Advisors
  • Marcos Bagby
  • Ryan Romero
  • Brett Sulprizio
  • Hiroko Uda

Sergiu Dascalu Brian Westphal Fredrick Harris,
Jr. Joseph Jaquish
2
Overview
  • Project Description
  • Practical Applications
  • Objectives Development
  • Design
  • Demo
  • Future Work
  • Questions/Comments

3
DiRT (Dust in Real-Time) is
  • Dust in Real-time (DiRT) is a 3D dust
    visualization program and interactive computer
    benchmarking tool designed to model real world
    dust dynamics in a virtual environment in
    real-time. The interactive benchmarking tool
    allows users to track and gauge the performance
    of their systems ability to render the dust by
    issuing real-time system and environment related
    reports. The system reports update in accordance
    with the users play. Similar to a video game,
    users will be able to play during the
    simulation by way of a simple vehicle simulator.
    This paper presents details of DiRTs UML
    requirements specification, software architecture
    specifics, high and low-level design details,
    user interface principles and snapshots.

4
Practical Applications
  • Military
  • The modeling of dust for use in simulations may
    help modern combat experts plan for or pre-empt
    the affects of dust caused by vehicles or the
    atmosphere.
  • Video Games
  • Low resource gaming engines.
  • CAVE Project
  • Immersive virtual environment.

5
Main Objectives
  • Simulate/Model Dust
  • Realistic
  • Real-time

6
Development
  • Three Methods
  • Volumetric Fog
  • Diffuse Reflection (future work)
  • Particle Systems (future work)

7
Method Volumetric Fog
  • Large affected area divided into small volumes.
  • Different Densities
  • Volumes will translate, morph, etc
  • Translation, morphing specified by airflow
    parameters.
  • Stencil Buffer and Alpha Blending with multipass
    rendering creates the illusion.

8
Design System Architecture
9
Design
10
Demo
11
Future Work
  • Diffuse Reflection and Particle System methods
  • Reflection probably most difficult to implement.
    Less resource intensive than a particle engine.
  • Particle probably easiest to implement, but very
    resource intensive.
  • Implement for CAVE use.
  • Voxel Processing Method

12
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