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: | doc. 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 |
Books:
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 Papers/Articles: 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 |