dirt – dust in real-time
DESCRIPTION
DiRT – Dust in Real-Time. CS 426 Senior Projects. Advisors:. Team Members:. Dr. Sergiu Dascalu Brian Westphal Dr. Frederick Harris Joseph Jaquish. Marcos Bagby Ryan Romero Brett Sulprizio Hiroko Uda. Overview. Project Description Applications Objectives Development/Design - PowerPoint PPT PresentationTRANSCRIPT
DiRT – Dust in Real-Time
Marcos BagbyRyan RomeroBrett Sulprizio
Hiroko Uda
Team Members:
Dr. Sergiu DascaluBrian Westphal
Dr. Frederick HarrisJoseph Jaquish
Advisors:
CS 426 Senior Projects
Overview
• Project Description• Applications• Objectives• Development/Design• Challenges• Demo• Future Work• Questions/Comments
Main Objectives
• Simulate & Model Dust– Realistic– Real-time– Minimum number of resources– Multiple Methods
• Why this subject?– Initially planned for Desert Research
Institute’s (DRI) CAVE Project CAVE = (Computer Automated Virtual Environment)
Applications
• Military– Simulations
• enable realistic rehearsals of potential encounters and situations
• better understanding of combat environment leads to strategizing more effectively
• Video Games– Low resource gaming engines
• CAVE Project– Immersive virtual environment
CAVE (aka Cave Automatic Virtual Environment)
In practice, most Caves have three to four faces with projections. (Image from: Cruz-Neira, Sandin, DeFanti, Kenyon and Hart, 1992).
Development
• Three Planned Methods– Volumetric Fog
• Using OpenGL’s fog extensions to simulate
– Diffuse Reflection• Relying on light to create the effect
– Particle System• Generating individual particles (slower)• Freeform particle movement inside specified
region
Volumetric Fog
• Large affected area divided into small volumes
• Volumes will translate, morph, etc…– Will have different densities
• Translation and morphing specified by airflow parameters
• Stencil Buffer and Alpha Blending with multi-pass rendering creates the illusion
Design: System Architecture
«subsystem»GUI
«subsystem»Simulation
«subsystem»Terrain
«subsystem»Dust Methods
«subsystem»Model
Load TerrainTexture
Play Mode
Set All System Defaults
Load TerrainHeight Map
Load Speed Settings
Load Dust Render Settings
Load Control Settings
Open BrowseTerrain Dialog
Open Browse HeightMap Dialog
Toggle Control Modes
Adjust Speed Dial
Toggle Dust Method
User Chooses Quit
Challenges
• Camera– Had problems with controls & terrain
• Dust methods– References on methods vague– Harder than expected
• Model– Not too familiar with loaders, challenge
was integrating with our terrain
Future Work
• Diffuse Reflection and Particle System methods– Diffuse reflection probably most difficult to
implement– Particle system probably easiest to
implement, but very resource intensive• More advanced algorithms• Implement for CAVE use• Voxel Processing Method