rjain4's blog

Water Simulation

Water simulation is a big topic so this blog will show a few example of some of the techniques people use to make water in computer look like the real thing. First is product of a research: "Real-time Realistic Ocean Lighting using Seamless Transitions from
Geometry to BRDF" (E. Bruneton, F. Neyret, N. Holzschuch, Eurographics
2010) and FFT-based ocean synthesis method of "Simulating Ocean Water" (J. Tessendorf, Siggraph 2005.





Here is the whole planet with the ocean.






This one is CUDA and openGL








This link below shows some implementation on how to achieve water simulation. 



http://www.gamedev.net/page/resources/_/technical/graphics-programming-a...

For those of you who want to learn more about the math:
http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=2&ved=0CC0QFjAB&url=http%3A%2F%2Fgraphics.stanford.edu%2Fpapers%2Fwater-sg02%2Fwater.pdf&ei=dMPZTsaJNMqQiAKrv-nbCQ&usg=AFQjCNFKTx-QohVBVqG39eFVczHEoVUB9A




Some cool c++/openGL/GLSL stuff

Here are some very cool projects done in c++/opengl/glsl combo and the results are amazing.





- Notice the Gordan Freeman above.

Interior Mapping

There are some games and CGI short clips that show high detail when it came to city skyscrapers. They would often show detailed rooms inside the building with small things like chairs and tables and bed. None of that is modeled and all of that is just the mapping on the rectangular building. This method is the interior mapping and it improves the visual quality by adding more realistic details in an urban environment.





As you can see the building looks like it was modeled to have many rooms inside. In fact, the gray scale model is just a rectangle. This can be achieved easily through a shader. 




Here is a link to some research done:   http://www.google.com/url?sa=t&rct=j&q=&esrc=s&source=web&cd=14&ved=0CDUQFjADOAo&url=http%3A%2F%2Fciteseerx.ist.psu.edu%2Fviewdoc%2Fdownload%3Fdoi%3D10.1.1.49.8043%26rep%3Drep1%26type%3Dpdf&ei=cLfZTvXLFaahiAKYz92kBA&usg=AFQjCNFnlhLhoMavLzUKXrbMczbLztdUCw



Tessalation

I recently played a gamed called Crysis 2 and I loved it. The graphics on the game looked very real; especially the water and the vegetation. One of the amazing techniques Crytek, the company, used is higher levels of tessalation. Tessalation or tiling of the plane is a pattern of plane figures that fills the plane with no overlaps and no gaps.of the plane is a pattern of plane figure that fills the plane with no overlaps and no gaps. Higher dimensions means more detail. Below is a demonstration of the effect it has on how the water is rendered.





Here is another demonstration by NVIDIA on using DirectX 11 with tesselation to show very realistic ocean water.






We are familiar with normal maps and tessalation is a more advanced concept but similar. A grayscale image is fed into a shader network for a texture that the shader interprets as a way of creating more polygons on the model without consuming more resources.  More and more polygons mean higher and higher details and the game or the CGI starts to look very real indeed. More Crysis vegetation and houses:






Some links to show the basic theory behind tiling. http://www.mathnstuff.com/math/spoken/here/2class/150/display.htm
and a research paper on tessalation:

graphics.stanford.edu/papers/diagsplit/diagSplitPaper.pdf,

     http://msdn.microsoft.com/en-us/library/ff476340%28v=VS.85%29.aspx#How  


More Lab 5

Here are a few more ideas:

1.  Particle Generator(rain,  snow, leaves, etc... not elephants) with Crepuscular Rays(God rays) starting at 1:50. Pick either or both.





2.  Shallow Water... In the video, you can see the bottom of the ocean floor since its very shallow. The light from the sun is reflecting off some of the rocks underwater.





3.  Fractal tree generator-- Come up with a recursive algorithm that lets you generate leaves of a tree. For a real picture to match, any tree would do.




4.  Correct shadow for a rolling object. Skip to 2:05 for the animation. For the lab, perhaps no water and only show correct animation with the shadow tracking for multiple objects. Maybe the light can change direction.




 
5.  "Grass Effect"  Basically a terrain with grass or wheat that moves because of wind. Many clips from movie 300 or The Gladiator shows this.





6.  Time lapse sky. Pretty cool


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