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Physically-based Cloud Rendering on GPU
Název práce v češtině: Physically-based Cloud Rendering on GPU
Název v anglickém jazyce: Physically-based Cloud Rendering on GPU
Klíčová slova: fyzikální vykreslování oblaků, rozptyl světla, participujíci média, photon mapping, programování GPU
Klíčová slova anglicky: physically-based cloud rendering, light scattering, participating media, photon mapping, GPU programming
Akademický rok vypsání: 2010/2011
Typ práce: diplomová práce
Jazyk práce: angličtina
Ústav: Katedra softwaru a výuky informatiky (32-KSVI)
Vedoucí / školitel: prof. Dipl.-Ing. Alexander Wilkie, Dr.
Řešitel: skrytý - zadáno a potvrzeno stud. odd.
Datum přihlášení: 31.03.2011
Datum zadání: 31.03.2011
Datum potvrzení stud. oddělením: 29.07.2011
Datum a čas obhajoby: 06.09.2011 09:30
Datum odevzdání elektronické podoby:05.08.2011
Datum odevzdání tištěné podoby:05.08.2011
Datum proběhlé obhajoby: 06.09.2011
Oponenti: doc. Ing. Jaroslav Křivánek, Ph.D.
Zásady pro vypracování
The aim of the thesis is to develop and implement a novel method for interactive physically-based rendering of clouds (and other gaseous phenomena, like smoke, dust etc.).
The developed method should have the following properties: - it should be physically-based, that is, although the simulation model can be biased, it mustn’t be purely empirical; the suggested basis for the method is volumetric photon mapping - in the same time, the method has to be significantly faster than the existing methods for offline cloud rendering, to compensate for the compromises in the (un)biasedness; this should be achieved by utilizing GPU for majority of the computations - the method should be able to run on any sensible volumetric cloud/smoke data (that is, it shouldn’t be limited to f.i. cumulus clouds), and should allow these data to change in time to allow medium movement/animation - finally, the method must handle typical properties of cloud media: high particles albedo, scattering anisotropy (arbitrary phase functions), medium inhomogeneities
The method shall be implemented in an interactive application that will allow its user to load, browse and navigate around at least a single cloud
in its natural environment, the sky. It should also allow the user to dynamically change both technical and physical parameters of the simulation, and relevant scene settings.
The elaboration will consist of four phases: 1) the student shall familiarize themselves with the available literature and existing methods that concern with the visual simulation of clouds and related media 2) based on this knowledge, they should propose a new method that fulfills the description above, and attempts to remedy some of the disadvantages or limitations of the existing algorithms 3) then, the application as described above will be created, along with a brief documentation 4) finally, points 1)—3) will be described in the thesis text
Seznam odborné literatury
Realistic Image Synthesis Using Photon Mapping, Jensen H. W., AK Peters, ISBN 1568811470, 2001
Physically Based Rendering – From Theory to Implementation (2nd edition), Pharr M., Humphreys G., Morgan Kaufmann, ISBN 9780123750792, 2010
Photon Streaming for Interactive Global Illumination in Dynamic Scenes, Airieau B., Bridault F., Meneveaux D., Blasi P., The Visual Computer Journal, 2011
Real-time realistic illumination and shading of stratiform clouds, Bouthors A., Neyret F., Lefebvre S., Eurographics Workshop on Natural Phenomena, 2006
Interactive multiple anisotropic scattering in clouds, Bouthors A., Neyret F., Max N., Bruneton E., Crassin C., ACM Symposium on Interactive 3D Graphics and Games (I3D), 2008
Instant Multiple Scattering for Interactive Rendering of Heterogeneous Participating Media, Engelhardt T., Novak J., Dachsbacher C., KIT (Karlsruhe Institute of Technology) Technical Report, 2010
GPU-Assisted High Quality Particle Rendering, Cha D., Son S., Ihm I., Computer Graphics Forum, vol. 28, num. 4, 2009
Display of Clouds Taking into Account Multiple Anisotropic Scattering and Sky Light, Nishita T., Dobashi Y., Nakamae E., International Conference on Computer Graphics and Interactive Techniques, 1996
Efficient Rendering of Atmospheric Phenomena, Riley K., Ebert D. S., Kraus M., Tessendorf J., Hansen Ch., Eurographics Symposium on Rendering, 2004
Real-Time Multiple Scattering in Participating Media with Illumination Networks, Szirmay-Kalos L., Sbert M., Umenhoffer T., Rendering Techniques, 2005
Realistic and Fast Cloud Rendering, Wang N., in Journal of Graphics, GPU & Game Tools, 2003
Real-Time Atmospheric Effects in Games, Wenzel C., International Conference on Computer Graphics and Interactive Techniques, 2006
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