Publicação
Cloud modeling and rendering
| Resumo: | Clouds play an important role in enhancing the realism of ambient and outdoor scenes in Computer Graphics (CG). However, rendering clouds and certain atmospheric elements remains a major challenge in this field. Their representation involves processes such as modeling, photorealistic rendering, and animation. The main objective of this project was to explore techniques for modeling and rendering clouds. To this end, code was developed in GLSL shader language to implement clouds, using the NAU3D application for code compilation. Different types of cloud modeling were studied, based on textures, geometric shapes, noise, real and/or satellite images. Volumetric clouds were implemented, following the approach of Schneider and Vos [2015], Hillaire [2016a], and Högfeldt [2016]. A volume was used in which the voxels were filled with information stored in a Weather texture. Cloud rendering was performed using the Ray marching algorithm. For cloud lighting, a study of differ ent light events was conducted independently of the participating media. Lighting in this implementation was adapted from formulas presented in Jarosz [2008] and Scratchapixel [2022b], taking into account that the participating media is the cloud. Various light phenomena were studied, including in-scattering. To address this effect, several phase functions were tested. Tests were also conducted to evaluate computational costs, such as the time spent on GPU rendering of the implemented cloud shader and the required FPS for rendering the atmosphere with clouds. These tests were performed to understand the balance between computational cost and visual results, allowing for customization of parameters based on this balance. The visual results obtained did not reach the level of state-of-the-art realistic clouds in CG, but there is room for improvement in the implemented clouds. |
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| Autores principais: | Costa, Mariana Lino Lopes |
| Assunto: | Clouds Computer graphics Cloud rendering Atmosphere Volumetric Cloud modeling Nuvens Computação gráfica Renderização de nuvens Atmosfera Volumes Modelação de nuvens |
| Ano: | 2023 |
| País: | Portugal |
| Tipo de documento: | dissertação de mestrado |
| Tipo de acesso: | acesso aberto |
| Instituição associada: | Universidade do Minho |
| Idioma: | inglês |
| Origem: | RepositóriUM - Universidade do Minho |
| Resumo: | Clouds play an important role in enhancing the realism of ambient and outdoor scenes in Computer Graphics (CG). However, rendering clouds and certain atmospheric elements remains a major challenge in this field. Their representation involves processes such as modeling, photorealistic rendering, and animation. The main objective of this project was to explore techniques for modeling and rendering clouds. To this end, code was developed in GLSL shader language to implement clouds, using the NAU3D application for code compilation. Different types of cloud modeling were studied, based on textures, geometric shapes, noise, real and/or satellite images. Volumetric clouds were implemented, following the approach of Schneider and Vos [2015], Hillaire [2016a], and Högfeldt [2016]. A volume was used in which the voxels were filled with information stored in a Weather texture. Cloud rendering was performed using the Ray marching algorithm. For cloud lighting, a study of differ ent light events was conducted independently of the participating media. Lighting in this implementation was adapted from formulas presented in Jarosz [2008] and Scratchapixel [2022b], taking into account that the participating media is the cloud. Various light phenomena were studied, including in-scattering. To address this effect, several phase functions were tested. Tests were also conducted to evaluate computational costs, such as the time spent on GPU rendering of the implemented cloud shader and the required FPS for rendering the atmosphere with clouds. These tests were performed to understand the balance between computational cost and visual results, allowing for customization of parameters based on this balance. The visual results obtained did not reach the level of state-of-the-art realistic clouds in CG, but there is room for improvement in the implemented clouds. |
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