Numerical simulations are often used in computer graphics to capture the effects of natural phenomena such as fire, water and smoke. However, simulating large-scale events in this way, with the details needed for feature film, poses serious problems. Grid-based simulations at resolutions sufficient to incorporate small-scale details would be costly and use large amounts of memory, and likewise for particle based techniques. To overcome these problems, a new framework for simulation and rendering of gaseous phenomena is presented in this thesis. It makes use of a combination of different existing concepts for such phenomena to resolve many of the issues in using them separately, and the result is a potent method for high-detailed simulation and rendering at low cost. The developed method utilizes a slice refinement technique, where a coarse particle input is transformed into a set of two-dimensional view-aligned slices, which are simulated at high resolution. These slices are subsequently used in a rendering framework accounting for light scattering behaviors in participating media to achieve a final highly detailed volume rendering outcome. However,the transformations from three to two dimensions and back easily introduces visible artifacts, so a number of techniques have been considered to overcome these problems, where e.g. a turbulence function is used in the final volume density function to break up possible interpolation artifacts.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:liu-70269 |
Date | January 2010 |
Creators | Eilertsen, Gabriel |
Publisher | Linköpings universitet, Medie- och Informationsteknik |
Source Sets | DiVA Archive at Upsalla University |
Language | English |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
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