The document discusses different techniques for generating and rendering virtual clouds in computer graphics. It begins with an introduction to real clouds and their properties. Two main approaches for virtual clouds are then covered: physically-based models using noise functions or fluid simulations to generate clouds, and volume rendering techniques like ray casting or splatting to render them. A key example of the splatting technique described is Dobashi's cloud rendering algorithm from 2000. The document outlines the various sections to come on further extending Dobashi's work, artistic cloud generation, and performance considerations for real-time rendering.
The document describes a 3D simulation project created using Blender software that includes simulations of an avalanche and a meteor destroying a building. The avalanche simulation models snowy mountains, trees, a house, falling snow, and the avalanche itself using Blender's modeling, particle simulation, and smoke simulation tools. The meteor simulation similarly models glass buildings and animates a meteor impact. Other works created with Blender as part of the project include a 3D car game made with Unity. The document provides details on how the avalanche simulation was modeled, textured, lit, and rendered to look realistic.
Advanced Lighting for Interactive Applicationsstefan_b
The document discusses various algorithms for rendering hard and soft shadows in interactive computer graphics applications. It begins by explaining the motivation for realistic shadows and the difference between hard and soft shadows. It then summarizes several important algorithms for rendering hard shadows, including projected geometry, shadow volumes, shadow maps, and a hybrid approach. Next, it discusses approaches for sampling light sources to produce soft shadows. Finally, it introduces soft shadow maps as an efficient method for producing soft penumbra regions for linear light sources using a shadow map approach.
Shadow Techniques for Real-Time and Interactive Applicationsstefan_b
This document summarizes various shadow techniques for real-time and interactive computer graphics applications. It discusses algorithms for computing hard shadows like shadow mapping and shadow volumes. It also covers approaches for real-time soft shadows using techniques like soft shadow maps and single sample soft shadows. The document analyzes the advantages and limitations of different shadow algorithms and discusses optimizations for hardware-accelerated real-time rendering.
The document provides an overview of the visual effects process for creating computer generated images (CGI) in films. It discusses the typical roles involved, software used, advantages of CGI, and basic terms like 2D and 3D animation. It then outlines the process which includes high resolution scanning, 3D modeling, motion capture, tracking, rotoscoping, matte painting, compositing, and combining elements to create the final shots. An example walkthrough is given of creating a scene from The Patriot using these techniques.
This document provides an overview of 3D animation, including definitions, the typical workflow process, and software used. It defines 3D animation as using computer graphics to generate moving images by building virtual models and rigging them with skeletons. The animation workflow generally involves modeling, materials/texturing, lighting, keyframing/animating, and rendering. Popular 3D animation software mentioned includes 3ds Max, Motionbuilder, Blender, Cinema 4D, and Maya. The document also briefly describes the modeling, materials, lighting, keyframing, and rendering stages of the 3D animation process.
3Ds Max is a 3D modeling and rendering software used to create 3D animations, models, games and images. It allows users to create 3D scenes and characters, animate them, and render them with lighting, materials and textures. The main work phases in 3Ds Max are modeling, applying materials and textures, lighting, rendering, and post-production adjustments. 3Ds Max has significantly impacted industries like architecture, animation, movies and games by allowing for more creative and realistic 3D design and visualization.
The document describes a 3D simulation project created using Blender software that includes simulations of an avalanche and a meteor destroying a building. The avalanche simulation models snowy mountains, trees, a house, falling snow, and the avalanche itself using Blender's modeling, particle simulation, and smoke simulation tools. The meteor simulation similarly models glass buildings and animates a meteor impact. Other works created with Blender as part of the project include a 3D car game made with Unity. The document provides details on how the avalanche simulation was modeled, textured, lit, and rendered to look realistic.
Advanced Lighting for Interactive Applicationsstefan_b
The document discusses various algorithms for rendering hard and soft shadows in interactive computer graphics applications. It begins by explaining the motivation for realistic shadows and the difference between hard and soft shadows. It then summarizes several important algorithms for rendering hard shadows, including projected geometry, shadow volumes, shadow maps, and a hybrid approach. Next, it discusses approaches for sampling light sources to produce soft shadows. Finally, it introduces soft shadow maps as an efficient method for producing soft penumbra regions for linear light sources using a shadow map approach.
Shadow Techniques for Real-Time and Interactive Applicationsstefan_b
This document summarizes various shadow techniques for real-time and interactive computer graphics applications. It discusses algorithms for computing hard shadows like shadow mapping and shadow volumes. It also covers approaches for real-time soft shadows using techniques like soft shadow maps and single sample soft shadows. The document analyzes the advantages and limitations of different shadow algorithms and discusses optimizations for hardware-accelerated real-time rendering.
The document provides an overview of the visual effects process for creating computer generated images (CGI) in films. It discusses the typical roles involved, software used, advantages of CGI, and basic terms like 2D and 3D animation. It then outlines the process which includes high resolution scanning, 3D modeling, motion capture, tracking, rotoscoping, matte painting, compositing, and combining elements to create the final shots. An example walkthrough is given of creating a scene from The Patriot using these techniques.
This document provides an overview of 3D animation, including definitions, the typical workflow process, and software used. It defines 3D animation as using computer graphics to generate moving images by building virtual models and rigging them with skeletons. The animation workflow generally involves modeling, materials/texturing, lighting, keyframing/animating, and rendering. Popular 3D animation software mentioned includes 3ds Max, Motionbuilder, Blender, Cinema 4D, and Maya. The document also briefly describes the modeling, materials, lighting, keyframing, and rendering stages of the 3D animation process.
3Ds Max is a 3D modeling and rendering software used to create 3D animations, models, games and images. It allows users to create 3D scenes and characters, animate them, and render them with lighting, materials and textures. The main work phases in 3Ds Max are modeling, applying materials and textures, lighting, rendering, and post-production adjustments. 3Ds Max has significantly impacted industries like architecture, animation, movies and games by allowing for more creative and realistic 3D design and visualization.
This document provides an overview of astrophotography concepts and techniques. It discusses basic concepts like battling noise through long exposures and stacking images. It provides recommendations on equipment from inexpensive cell phone setups to high-end dedicated equipment. Key steps covered include planning targets, capturing light frames and calibration data, stacking in software to reduce noise, and processing images through stretching, developing, and printing.
This document introduces the topic of computer graphics. It defines computer graphics as producing pictures or images using a computer. It provides examples of computer graphics from movies like Starship Troopers and Batman & Robin. The rest of the document outlines topics that will be covered like imaging, modeling, rendering, and animation. It also provides the course schedule and information on assignments and term projects.
CryEngine 3 uses a deferred lighting approach that generates lighting information in screen space textures for efficient rendering of complex scenes on consoles and PC. Key features include storing normals, depth, and material properties in G-buffers, accumulating light contributions from multiple light types into textures, and supporting techniques like image-based lighting, shadow mapping, and real-time global illumination. Deferred rendering helps address shader combination issues and provides more predictable performance.
1. The document provides an introduction to 3D computer graphics and graphics programming, covering fundamental concepts like pixels, 2D and 3D coordinate systems, and transformations.
2. It discusses rendering concepts such as lighting models, texture mapping, and shaders. Modern GPUs allow for programmable shading through languages like Cg, GLSL, and HLSL.
3. Advanced techniques like ray tracing are also introduced, which trace the path of light in a scene to realistically render 3D graphics.
This document provides an introduction to computer graphics. It defines computer graphics as using computers to process and present visual information. Some key applications of computer graphics mentioned include user interfaces, scientific visualization, entertainment like movies and games, and simulations. The document then gives a brief history of computer graphics and some related fields. It concludes by outlining the course, which will cover topics like transformations, projections, lighting models, curves and surfaces, rendering, and ray tracing.
This document provides an overview of computer graphics systems and models. It discusses the applications of computer graphics, including display, design, simulation, and user interfaces. It then describes the basic components of a graphics system, including the processor, memory, frame buffer, and input/output devices. Several camera models are introduced, including the pinhole camera and synthetic camera model. The document also discusses graphics application programming interfaces, the modeling-rendering paradigm, and the geometric pipeline for computer graphics processing.
This document provides an overview of 3D rendering concepts. It discusses the differences between real-time rendering used for video games and offline rendering used for film and television. Real-time rendering approximates effects for speed while offline rendering can simulate effects like reflections and global illumination more accurately. It also covers rendering techniques like textures, bump mapping, shadows, reflections, refractions, and indirect illumination. Camera properties like depth of field, focal length, and film gate size are also explained. Finally, it briefly introduces Maya's built-in CPU renderer.
This document summarizes Nicolae Denut's bachelor's thesis on optimal photon behavior in virtual environments for architectural visualization. The thesis introduces global illumination as a method to create more realistic lighting in virtual scenes. It focuses on practical applications of global illumination technologies in architectural visualization software. The document provides background on 3D computer graphics and modeling workflows. It also explains different lighting options like local illumination and global illumination. Finally, it describes several global illumination methods like radiosity, ray-tracing, photon mapping, and their implementations in render engines like Mental Ray and V-Ray. The thesis aims to determine optimal technologies for architectural visualization by comparing results of case studies using different render engines and methods.
Shadow Caster Culling for Efficient Shadow Mapping (Authors: Jiří Bittner, Ol...Umbra
(1) The paper proposes a shadow caster culling method that uses a mask of potential shadow receivers to cull shadow casters when rendering shadows.
(2) The mask is created by rendering bounding boxes or geometry of visible shadow receivers from the camera view into a stencil buffer attached to the shadow map.
(3) During shadow map rendering, shadow casters are culled if their projection does not overlap the receiver mask, avoiding rendering casters that do not contribute to visible shadows.
2D animation involves manipulating digital images, while 3D animation uses 3D models and virtual worlds to create animated scenes with depth. Traditional 2D animation was a lengthy hand-drawn process, while modern 2D and 3D animation is digital. Popular 2D animated movies include The Lion King and Spirited Away, while popular 3D animated movies include How to Train Your Dragon and Toy Story.
This document provides an introduction and syllabus for a machine vision course. The 2-day course covers MATLAB basics, image processing fundamentals, and 4 projects involving content-based image retrieval, depth from stereo images, image segmentation, and object recognition. The instructor provides several demonstrations of computer vision applications and encourages students to directly start working on projects.
This document provides an overview of the CMSC 427 Computer Graphics course taught at the University of Maryland in Spring 2004. The course introduces fundamental concepts in computer graphics including modeling 3D scenes, projecting scenes to 2D images, lighting and shading, and rasterization. It will cover topics such as geometric transformations, surface modeling, texture mapping, hidden surface removal, ray tracing, and color models. The goal is to explain the basic principles and algorithms underlying modern computer graphics systems and applications.
Need professional help with your SolidWorks assignment? Stop looking! At SolidWorksAssignmentHelp.com, we can help you with all of your design projects in the best way possible. Our team of knowledgeable SolidWorks experts is committed to helping students, engineers, and designers in every way they can.
Because we know a lot about SolidWorks software and have worked in the industry for years, we can help you solve difficult design problems, improve your skills, and get great results. Our experts are here to help you every step of the way, whether you need help with 3D modeling, assembly design, or simulation analysis.
Visit our website right now to get access to a wide range of services, such as personalized tutoring, project help, and model optimization. SolidWorksAssignmentHelp.com can help you improve your SolidWorks skills and make you a better designer.
From Experimentation to Production: The Future of WebGLFITC
Presented at FITC Toronto 2017
More info at http://fitc.ca/event/to17/
Hector Arellano, Firstborn
Morgan Villedieu, Firstborn
Overview
You don’t need an advanced degree in graphics engineering to use WebGL as a robust solution in your web design and development. During this talk you will discover how to harness the power of WebGL for real-world application.
Objective
Discover real-world applications for advanced WebGL techniques
Target Audience
Designers or developers excited to conquer the complexity associated with WebGL
Five Things Audience Members Will Learn
Explore the outer limits of physics effects, shaders and experimentation
Understand how these techniques can be applied to transform 3D to 2D shadows and post-processing
Render real-time liquid in WebGL
Use DOM as a texture so you get the power of WebGL without having to worry about a fallback system
Master the basics by utilizing libraries
3D modeling is the process of developing a mathematical representation of a three-dimensional object using specialized software. 3D modeling has its origins in stereoscopy and stereographic photography from the 1840s but saw increased usage with the development of 3D film and IMAX technologies in later decades. Today, 3D modeling is used across industries like engineering, product design, architecture, and medicine to create realistic digital representations of objects that can be rotated, analyzed, and interacted with virtually.
Combining semantic 3D GIS with numerical Simulation for assessing the impact ...virtualcitySYSTEMS GmbH
This document discusses combining 3D GIS data with numerical simulation tools to model explosions in urban environments. It presents a workflow to convert 3D city models from GIS formats like CityGML to CAD formats for use in simulation tools like ANSYS. A case study is described where a bomb explosion is modeled by extracting a CityGML city model, processing the geometry for simulation, setting up the simulation in ANSYS, and exporting results like overpressure maps. Challenges addressed include differences between GIS and CAD data formats and modeling quality. Future work could include simulating pedestrian comfort levels using computational fluid dynamics methods.
Computer graphics refers to drawing pictures on a computer screen. There are two main types: raster graphics, which uses pixels to build up an image, and vector graphics, which uses mathematical formulas to define shapes. Pioneers in computer graphics developed early systems in the 1950s-60s for scientific and military use. By the 1990s, graphics software like Photoshop and 3D animation in films demonstrated its broad applications today in design, visualization, gaming, and more.
Computer graphics refers to drawing pictures on a computer screen. There are two main types: raster graphics, which uses pixels to build images, and vector graphics, which uses mathematical formulas to define shapes. Key developments in computer graphics history include early programs in the 1950s and 1960s, Ivan Sutherland's Sketchpad program in 1963, and Pixar's use of CGI in the 1995 film Toy Story. Computer graphics is now used widely in areas like design, movies, games, medical imaging, and scientific visualization.
The document discusses spatially augmented reality (SAR) and using projectors to augment real-world objects by projecting virtual images and textures onto them. It describes key challenges in SAR such as calibration, rendering, and handling shadows and reflections. SAR allows augmentation of wide areas with high resolution and avoids issues of body-worn displays. The document also discusses using photosensing RFID tags and a handheld projector to determine tag locations and enable interaction with augmented real-world objects.
This document outlines an introductory course on assessing PCI compliance in cloud environments. It discusses the Cloud Security Alliance, PCI DSS requirements, cloud computing basics, security issues associated with cloud computing, and how PCI controls can be implemented in cloud environments. The goal is for participants to understand how to evaluate PCI compliance for merchants and service providers using cloud services and gain tools for planning and conducting such assessments.
The document discusses the fixed anvil temperature (FAT) hypothesis, which proposes that tropical anvil clouds appear at a fixed temperature determined by fundamental radiative and thermodynamic considerations. It summarizes research using cloud-resolving models and climate models to test this hypothesis. The FAT hypothesis appears to explain the robust positive longwave cloud feedback seen in climate model simulations, as tropical high clouds may remain at approximately the same temperature as the climate warms.
This document provides an overview of astrophotography concepts and techniques. It discusses basic concepts like battling noise through long exposures and stacking images. It provides recommendations on equipment from inexpensive cell phone setups to high-end dedicated equipment. Key steps covered include planning targets, capturing light frames and calibration data, stacking in software to reduce noise, and processing images through stretching, developing, and printing.
This document introduces the topic of computer graphics. It defines computer graphics as producing pictures or images using a computer. It provides examples of computer graphics from movies like Starship Troopers and Batman & Robin. The rest of the document outlines topics that will be covered like imaging, modeling, rendering, and animation. It also provides the course schedule and information on assignments and term projects.
CryEngine 3 uses a deferred lighting approach that generates lighting information in screen space textures for efficient rendering of complex scenes on consoles and PC. Key features include storing normals, depth, and material properties in G-buffers, accumulating light contributions from multiple light types into textures, and supporting techniques like image-based lighting, shadow mapping, and real-time global illumination. Deferred rendering helps address shader combination issues and provides more predictable performance.
1. The document provides an introduction to 3D computer graphics and graphics programming, covering fundamental concepts like pixels, 2D and 3D coordinate systems, and transformations.
2. It discusses rendering concepts such as lighting models, texture mapping, and shaders. Modern GPUs allow for programmable shading through languages like Cg, GLSL, and HLSL.
3. Advanced techniques like ray tracing are also introduced, which trace the path of light in a scene to realistically render 3D graphics.
This document provides an introduction to computer graphics. It defines computer graphics as using computers to process and present visual information. Some key applications of computer graphics mentioned include user interfaces, scientific visualization, entertainment like movies and games, and simulations. The document then gives a brief history of computer graphics and some related fields. It concludes by outlining the course, which will cover topics like transformations, projections, lighting models, curves and surfaces, rendering, and ray tracing.
This document provides an overview of computer graphics systems and models. It discusses the applications of computer graphics, including display, design, simulation, and user interfaces. It then describes the basic components of a graphics system, including the processor, memory, frame buffer, and input/output devices. Several camera models are introduced, including the pinhole camera and synthetic camera model. The document also discusses graphics application programming interfaces, the modeling-rendering paradigm, and the geometric pipeline for computer graphics processing.
This document provides an overview of 3D rendering concepts. It discusses the differences between real-time rendering used for video games and offline rendering used for film and television. Real-time rendering approximates effects for speed while offline rendering can simulate effects like reflections and global illumination more accurately. It also covers rendering techniques like textures, bump mapping, shadows, reflections, refractions, and indirect illumination. Camera properties like depth of field, focal length, and film gate size are also explained. Finally, it briefly introduces Maya's built-in CPU renderer.
This document summarizes Nicolae Denut's bachelor's thesis on optimal photon behavior in virtual environments for architectural visualization. The thesis introduces global illumination as a method to create more realistic lighting in virtual scenes. It focuses on practical applications of global illumination technologies in architectural visualization software. The document provides background on 3D computer graphics and modeling workflows. It also explains different lighting options like local illumination and global illumination. Finally, it describes several global illumination methods like radiosity, ray-tracing, photon mapping, and their implementations in render engines like Mental Ray and V-Ray. The thesis aims to determine optimal technologies for architectural visualization by comparing results of case studies using different render engines and methods.
Shadow Caster Culling for Efficient Shadow Mapping (Authors: Jiří Bittner, Ol...Umbra
(1) The paper proposes a shadow caster culling method that uses a mask of potential shadow receivers to cull shadow casters when rendering shadows.
(2) The mask is created by rendering bounding boxes or geometry of visible shadow receivers from the camera view into a stencil buffer attached to the shadow map.
(3) During shadow map rendering, shadow casters are culled if their projection does not overlap the receiver mask, avoiding rendering casters that do not contribute to visible shadows.
2D animation involves manipulating digital images, while 3D animation uses 3D models and virtual worlds to create animated scenes with depth. Traditional 2D animation was a lengthy hand-drawn process, while modern 2D and 3D animation is digital. Popular 2D animated movies include The Lion King and Spirited Away, while popular 3D animated movies include How to Train Your Dragon and Toy Story.
This document provides an introduction and syllabus for a machine vision course. The 2-day course covers MATLAB basics, image processing fundamentals, and 4 projects involving content-based image retrieval, depth from stereo images, image segmentation, and object recognition. The instructor provides several demonstrations of computer vision applications and encourages students to directly start working on projects.
This document provides an overview of the CMSC 427 Computer Graphics course taught at the University of Maryland in Spring 2004. The course introduces fundamental concepts in computer graphics including modeling 3D scenes, projecting scenes to 2D images, lighting and shading, and rasterization. It will cover topics such as geometric transformations, surface modeling, texture mapping, hidden surface removal, ray tracing, and color models. The goal is to explain the basic principles and algorithms underlying modern computer graphics systems and applications.
Need professional help with your SolidWorks assignment? Stop looking! At SolidWorksAssignmentHelp.com, we can help you with all of your design projects in the best way possible. Our team of knowledgeable SolidWorks experts is committed to helping students, engineers, and designers in every way they can.
Because we know a lot about SolidWorks software and have worked in the industry for years, we can help you solve difficult design problems, improve your skills, and get great results. Our experts are here to help you every step of the way, whether you need help with 3D modeling, assembly design, or simulation analysis.
Visit our website right now to get access to a wide range of services, such as personalized tutoring, project help, and model optimization. SolidWorksAssignmentHelp.com can help you improve your SolidWorks skills and make you a better designer.
From Experimentation to Production: The Future of WebGLFITC
Presented at FITC Toronto 2017
More info at http://fitc.ca/event/to17/
Hector Arellano, Firstborn
Morgan Villedieu, Firstborn
Overview
You don’t need an advanced degree in graphics engineering to use WebGL as a robust solution in your web design and development. During this talk you will discover how to harness the power of WebGL for real-world application.
Objective
Discover real-world applications for advanced WebGL techniques
Target Audience
Designers or developers excited to conquer the complexity associated with WebGL
Five Things Audience Members Will Learn
Explore the outer limits of physics effects, shaders and experimentation
Understand how these techniques can be applied to transform 3D to 2D shadows and post-processing
Render real-time liquid in WebGL
Use DOM as a texture so you get the power of WebGL without having to worry about a fallback system
Master the basics by utilizing libraries
3D modeling is the process of developing a mathematical representation of a three-dimensional object using specialized software. 3D modeling has its origins in stereoscopy and stereographic photography from the 1840s but saw increased usage with the development of 3D film and IMAX technologies in later decades. Today, 3D modeling is used across industries like engineering, product design, architecture, and medicine to create realistic digital representations of objects that can be rotated, analyzed, and interacted with virtually.
Combining semantic 3D GIS with numerical Simulation for assessing the impact ...virtualcitySYSTEMS GmbH
This document discusses combining 3D GIS data with numerical simulation tools to model explosions in urban environments. It presents a workflow to convert 3D city models from GIS formats like CityGML to CAD formats for use in simulation tools like ANSYS. A case study is described where a bomb explosion is modeled by extracting a CityGML city model, processing the geometry for simulation, setting up the simulation in ANSYS, and exporting results like overpressure maps. Challenges addressed include differences between GIS and CAD data formats and modeling quality. Future work could include simulating pedestrian comfort levels using computational fluid dynamics methods.
Computer graphics refers to drawing pictures on a computer screen. There are two main types: raster graphics, which uses pixels to build up an image, and vector graphics, which uses mathematical formulas to define shapes. Pioneers in computer graphics developed early systems in the 1950s-60s for scientific and military use. By the 1990s, graphics software like Photoshop and 3D animation in films demonstrated its broad applications today in design, visualization, gaming, and more.
Computer graphics refers to drawing pictures on a computer screen. There are two main types: raster graphics, which uses pixels to build images, and vector graphics, which uses mathematical formulas to define shapes. Key developments in computer graphics history include early programs in the 1950s and 1960s, Ivan Sutherland's Sketchpad program in 1963, and Pixar's use of CGI in the 1995 film Toy Story. Computer graphics is now used widely in areas like design, movies, games, medical imaging, and scientific visualization.
The document discusses spatially augmented reality (SAR) and using projectors to augment real-world objects by projecting virtual images and textures onto them. It describes key challenges in SAR such as calibration, rendering, and handling shadows and reflections. SAR allows augmentation of wide areas with high resolution and avoids issues of body-worn displays. The document also discusses using photosensing RFID tags and a handheld projector to determine tag locations and enable interaction with augmented real-world objects.
This document outlines an introductory course on assessing PCI compliance in cloud environments. It discusses the Cloud Security Alliance, PCI DSS requirements, cloud computing basics, security issues associated with cloud computing, and how PCI controls can be implemented in cloud environments. The goal is for participants to understand how to evaluate PCI compliance for merchants and service providers using cloud services and gain tools for planning and conducting such assessments.
The document discusses the fixed anvil temperature (FAT) hypothesis, which proposes that tropical anvil clouds appear at a fixed temperature determined by fundamental radiative and thermodynamic considerations. It summarizes research using cloud-resolving models and climate models to test this hypothesis. The FAT hypothesis appears to explain the robust positive longwave cloud feedback seen in climate model simulations, as tropical high clouds may remain at approximately the same temperature as the climate warms.
The document discusses effective and secure use of cloud computing. It provides an overview of cloud computing definitions, models, characteristics and publications from NIST. It outlines some advantages of cloud computing including scalability, redundancy and automated security management. However, it also discusses challenges around data privacy, isolation, logging and dependence on secure hypervisors. The document proposes migration paths to cloud including public, private or hybrid cloud models and calls for standards to enable interoperability across cloud platforms.
Cloud computing allows users to access computing resources like servers, storage, databases, networking, software and more over the internet. It has several key advantages including scalability, reliability, accessibility and pay-per-use pricing. There are different definitions of cloud computing but most reference its ability to provide on-demand access to shared configurable computing resources that can be rapidly provisioned with minimal management effort. Cloud services follow three common models - Infrastructure as a Service (IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS).
This document summarizes guidelines from the National Institute of Standards and Technology (NIST) on security and privacy for public cloud computing. It discusses key aspects of cloud computing including deployment models (public, private, hybrid, community clouds), service models (SaaS, PaaS, IaaS), and the security challenges of outsourcing IT services to public clouds. The document stresses that while public clouds can reduce costs, organizations are still accountable for security and privacy and must provide oversight of cloud providers through governance, risk management, auditing, and ensuring compliance.
This document discusses how cloud computing can enable business model innovation in the tourism industry. It provides an overview of key trends in the global tourism market and ecosystem. The tourism industry faces challenges around personalization, mobility, and sustainability. Cloud computing offers opportunities to reinvent IT and business models by improving efficiency, speeding time to market, and enabling new revenue streams. The document outlines IBM's enterprise cloud approach and how different types of organizations have adopted cloud services at various levels to both optimize costs and transform their businesses.
The document summarizes the research and work of the Cloud Security Alliance (CSA), a global non-profit organization focused on best practices for cloud security. It outlines that CSA has developed comprehensive best practices and tools for cloud security including the Cloud Controls Matrix, Consensus Assessments Initiative, Cloud Audit, and Cloud Trust Protocol. CSA also maintains the CSA STAR registry of cloud provider security assessments and conducts ongoing research to address emerging issues in cloud security, identity management, and other areas.
The document discusses several fundamental cloud architectures, including workload distribution architecture, resource pooling architecture, and dynamic scalability architecture. Workload distribution architecture uses load balancing to distribute workloads across identical IT resources. Resource pooling architecture groups identical IT resources into pools that are automatically synchronized. Dynamic scalability architecture dynamically allocates IT resources from pools based on predefined scaling conditions in response to usage demand fluctuations.
8 Best Automated Android App Testing Tool and Framework in 2024.pdfkalichargn70th171
Regarding mobile operating systems, two major players dominate our thoughts: Android and iPhone. With Android leading the market, software development companies are focused on delivering apps compatible with this OS. Ensuring an app's functionality across various Android devices, OS versions, and hardware specifications is critical, making Android app testing essential.
E-commerce Development Services- Hornet DynamicsHornet Dynamics
For any business hoping to succeed in the digital age, having a strong online presence is crucial. We offer Ecommerce Development Services that are customized according to your business requirements and client preferences, enabling you to create a dynamic, safe, and user-friendly online store.
WhatsApp offers simple, reliable, and private messaging and calling services for free worldwide. With end-to-end encryption, your personal messages and calls are secure, ensuring only you and the recipient can access them. Enjoy voice and video calls to stay connected with loved ones or colleagues. Express yourself using stickers, GIFs, or by sharing moments on Status. WhatsApp Business enables global customer outreach, facilitating sales growth and relationship building through showcasing products and services. Stay connected effortlessly with group chats for planning outings with friends or staying updated on family conversations.
What is Augmented Reality Image Trackingpavan998932
Augmented Reality (AR) Image Tracking is a technology that enables AR applications to recognize and track images in the real world, overlaying digital content onto them. This enhances the user's interaction with their environment by providing additional information and interactive elements directly tied to physical images.
Software Engineering, Software Consulting, Tech Lead, Spring Boot, Spring Cloud, Spring Core, Spring JDBC, Spring Transaction, Spring MVC, OpenShift Cloud Platform, Kafka, REST, SOAP, LLD & HLD.
UI5con 2024 - Boost Your Development Experience with UI5 Tooling ExtensionsPeter Muessig
The UI5 tooling is the development and build tooling of UI5. It is built in a modular and extensible way so that it can be easily extended by your needs. This session will showcase various tooling extensions which can boost your development experience by far so that you can really work offline, transpile your code in your project to use even newer versions of EcmaScript (than 2022 which is supported right now by the UI5 tooling), consume any npm package of your choice in your project, using different kind of proxies, and even stitching UI5 projects during development together to mimic your target environment.
Unveiling the Advantages of Agile Software Development.pdfbrainerhub1
Learn about Agile Software Development's advantages. Simplify your workflow to spur quicker innovation. Jump right in! We have also discussed the advantages.
Do you want Software for your Business? Visit Deuglo
Deuglo has top Software Developers in India. They are experts in software development and help design and create custom Software solutions.
Deuglo follows seven steps methods for delivering their services to their customers. They called it the Software development life cycle process (SDLC).
Requirement — Collecting the Requirements is the first Phase in the SSLC process.
Feasibility Study — after completing the requirement process they move to the design phase.
Design — in this phase, they start designing the software.
Coding — when designing is completed, the developers start coding for the software.
Testing — in this phase when the coding of the software is done the testing team will start testing.
Installation — after completion of testing, the application opens to the live server and launches!
Maintenance — after completing the software development, customers start using the software.
Flutter is a popular open source, cross-platform framework developed by Google. In this webinar we'll explore Flutter and its architecture, delve into the Flutter Embedder and Flutter’s Dart language, discover how to leverage Flutter for embedded device development, learn about Automotive Grade Linux (AGL) and its consortium and understand the rationale behind AGL's choice of Flutter for next-gen IVI systems. Don’t miss this opportunity to discover whether Flutter is right for your project.
Neo4j - Product Vision and Knowledge Graphs - GraphSummit ParisNeo4j
Dr. Jesús Barrasa, Head of Solutions Architecture for EMEA, Neo4j
Découvrez les dernières innovations de Neo4j, et notamment les dernières intégrations cloud et les améliorations produits qui font de Neo4j un choix essentiel pour les développeurs qui créent des applications avec des données interconnectées et de l’IA générative.
UI5con 2024 - Keynote: Latest News about UI5 and it’s EcosystemPeter Muessig
Learn about the latest innovations in and around OpenUI5/SAPUI5: UI5 Tooling, UI5 linter, UI5 Web Components, Web Components Integration, UI5 2.x, UI5 GenAI.
Recording:
https://www.youtube.com/live/MSdGLG2zLy8?si=INxBHTqkwHhxV5Ta&t=0
Atelier - Innover avec l’IA Générative et les graphes de connaissancesNeo4j
Atelier - Innover avec l’IA Générative et les graphes de connaissances
Allez au-delà du battage médiatique autour de l’IA et découvrez des techniques pratiques pour utiliser l’IA de manière responsable à travers les données de votre organisation. Explorez comment utiliser les graphes de connaissances pour augmenter la précision, la transparence et la capacité d’explication dans les systèmes d’IA générative. Vous partirez avec une expérience pratique combinant les relations entre les données et les LLM pour apporter du contexte spécifique à votre domaine et améliorer votre raisonnement.
Amenez votre ordinateur portable et nous vous guiderons sur la mise en place de votre propre pile d’IA générative, en vous fournissant des exemples pratiques et codés pour démarrer en quelques minutes.
E-commerce Application Development Company.pdfHornet Dynamics
Your business can reach new heights with our assistance as we design solutions that are specifically appropriate for your goals and vision. Our eCommerce application solutions can digitally coordinate all retail operations processes to meet the demands of the marketplace while maintaining business continuity.
SMS API Integration in Saudi Arabia| Best SMS API ServiceYara Milbes
Discover the benefits and implementation of SMS API integration in the UAE and Middle East. This comprehensive guide covers the importance of SMS messaging APIs, the advantages of bulk SMS APIs, and real-world case studies. Learn how CEQUENS, a leader in communication solutions, can help your business enhance customer engagement and streamline operations with innovative CPaaS, reliable SMS APIs, and omnichannel solutions, including WhatsApp Business. Perfect for businesses seeking to optimize their communication strategies in the digital age.
Essentials of Automations: The Art of Triggers and Actions in FMESafe Software
In this second installment of our Essentials of Automations webinar series, we’ll explore the landscape of triggers and actions, guiding you through the nuances of authoring and adapting workspaces for seamless automations. Gain an understanding of the full spectrum of triggers and actions available in FME, empowering you to enhance your workspaces for efficient automation.
We’ll kick things off by showcasing the most commonly used event-based triggers, introducing you to various automation workflows like manual triggers, schedules, directory watchers, and more. Plus, see how these elements play out in real scenarios.
Whether you’re tweaking your current setup or building from the ground up, this session will arm you with the tools and insights needed to transform your FME usage into a powerhouse of productivity. Join us to discover effective strategies that simplify complex processes, enhancing your productivity and transforming your data management practices with FME. Let’s turn complexity into clarity and make your workspaces work wonders!
Odoo ERP software
Odoo ERP software, a leading open-source software for Enterprise Resource Planning (ERP) and business management, has recently launched its latest version, Odoo 17 Community Edition. This update introduces a range of new features and enhancements designed to streamline business operations and support growth.
The Odoo Community serves as a cost-free edition within the Odoo suite of ERP systems. Tailored to accommodate the standard needs of business operations, it provides a robust platform suitable for organisations of different sizes and business sectors. Within the Odoo Community Edition, users can access a variety of essential features and services essential for managing day-to-day tasks efficiently.
This blog presents a detailed overview of the features available within the Odoo 17 Community edition, and the differences between Odoo 17 community and enterprise editions, aiming to equip you with the necessary information to make an informed decision about its suitability for your business.
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI AppGoogle
AI Fusion Buddy Review: Brand New, Groundbreaking Gemini-Powered AI App
👉👉 Click Here To Get More Info 👇👇
https://sumonreview.com/ai-fusion-buddy-review
AI Fusion Buddy Review: Key Features
✅Create Stunning AI App Suite Fully Powered By Google's Latest AI technology, Gemini
✅Use Gemini to Build high-converting Converting Sales Video Scripts, ad copies, Trending Articles, blogs, etc.100% unique!
✅Create Ultra-HD graphics with a single keyword or phrase that commands 10x eyeballs!
✅Fully automated AI articles bulk generation!
✅Auto-post or schedule stunning AI content across all your accounts at once—WordPress, Facebook, LinkedIn, Blogger, and more.
✅With one keyword or URL, generate complete websites, landing pages, and more…
✅Automatically create & sell AI content, graphics, websites, landing pages, & all that gets you paid non-stop 24*7.
✅Pre-built High-Converting 100+ website Templates and 2000+ graphic templates logos, banners, and thumbnail images in Trending Niches.
✅Say goodbye to wasting time logging into multiple Chat GPT & AI Apps once & for all!
✅Save over $5000 per year and kick out dependency on third parties completely!
✅Brand New App: Not available anywhere else!
✅ Beginner-friendly!
✅ZERO upfront cost or any extra expenses
✅Risk-Free: 30-Day Money-Back Guarantee!
✅Commercial License included!
See My Other Reviews Article:
(1) AI Genie Review: https://sumonreview.com/ai-genie-review
(2) SocioWave Review: https://sumonreview.com/sociowave-review
(3) AI Partner & Profit Review: https://sumonreview.com/ai-partner-profit-review
(4) AI Ebook Suite Review: https://sumonreview.com/ai-ebook-suite-review
#AIFusionBuddyReview,
#AIFusionBuddyFeatures,
#AIFusionBuddyPricing,
#AIFusionBuddyProsandCons,
#AIFusionBuddyTutorial,
#AIFusionBuddyUserExperience
#AIFusionBuddyforBeginners,
#AIFusionBuddyBenefits,
#AIFusionBuddyComparison,
#AIFusionBuddyInstallation,
#AIFusionBuddyRefundPolicy,
#AIFusionBuddyDemo,
#AIFusionBuddyMaintenanceFees,
#AIFusionBuddyNewbieFriendly,
#WhatIsAIFusionBuddy?,
#HowDoesAIFusionBuddyWorks
Hand Rolled Applicative User ValidationCode KataPhilip Schwarz
Could you use a simple piece of Scala validation code (granted, a very simplistic one too!) that you can rewrite, now and again, to refresh your basic understanding of Applicative operators <*>, <*, *>?
The goal is not to write perfect code showcasing validation, but rather, to provide a small, rough-and ready exercise to reinforce your muscle-memory.
Despite its grandiose-sounding title, this deck consists of just three slides showing the Scala 3 code to be rewritten whenever the details of the operators begin to fade away.
The code is my rough and ready translation of a Haskell user-validation program found in a book called Finding Success (and Failure) in Haskell - Fall in love with applicative functors.
E-Invoicing Implementation: A Step-by-Step Guide for Saudi Arabian CompaniesQuickdice ERP
Explore the seamless transition to e-invoicing with this comprehensive guide tailored for Saudi Arabian businesses. Navigate the process effortlessly with step-by-step instructions designed to streamline implementation and enhance efficiency.
E-Invoicing Implementation: A Step-by-Step Guide for Saudi Arabian Companies
5901194.ppt
1. computer graphics & visualization
Rendering Smoke & Clouds
Game Design Seminar 2007
Jürgen Treml
2. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Talk Overview
1. Introduction to Clouds
2. Virtual Clouds based on physical Models
1. Generating Clouds
2. Rendering Clouds using Volume Rendering
3. Example: Clouds à la Dobashi
4. Extending Dobashi: Multiple Forward Scattering
5. A few Notes on Cloud Animation
3. Virtual Clouds – An Artistic Approach
1. Generating / Designing Clouds
2. Rendering Clouds
3. Performance Tweaks
4. A few Notes on Animation
5. Evaluation
3. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Where are we?
1. Introduction to Clouds
2. Virtual Clouds based on physical Models
1. Generating Clouds
2. Rendering Clouds using Volume Rendering
3. Example: Clouds à la Dobashi
4. Extending Dobashi: Multiple Forward Scattering
5. A few Notes on Cloud Animation
3. Virtual Clouds – An Artistic Approach
1. Generating / Designing Clouds
2. Rendering Clouds
3. Performance Tweaks
4. A few Notes on Animation
5. Evaluation
4. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
1. Introduction to Clouds
• What are clouds?
• Mass of visible water droplets
• Technically speaking:
Continuous 3D density field of
(condensed) water in the air
• Form when warm air cools down
and condensates
• Formation influenced by:
Temperature, Pressure, Humidity
Ratio Conensation / Evaporation
5. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
1. Introduction to Clouds
• Why do we see clouds?
• Color depends on
– Spectrum of incoming light
– Atmosphere
– Angle to sun
– Angle to viewer
– ...
6. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Where are we?
1. Introduction to Clouds
2. Virtual Clouds based on physical Models
1. Generating Clouds
2. Rendering Clouds using Volume Rendering
3. Example: Clouds à la Dobashi
4. Extending Dobashi: Multiple Forward Scattering
5. A few Notes on Cloud Animation
3. Virtual Clouds – An Artistic Approach
1. Generating / Designing Clouds
2. Rendering Clouds
3. Performance Tweaks
4. A few Notes on Animation
5. Evaluation
7. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.1 Generating Clouds
2.1.1 Meteorological / Physical Model
• Implement a meteorological model
– Simulating and modeling environment: air pressure,
temperature, humidity and saturation
– Account for
• Potential temperature
• Buoyant force
• Environmental lapse rate
• Saturation mixing ratio
• Water continuity
• Thermodynamics
• Vorticity confinement
• Fluid flow
• ...
– Clouds creation, movement and dissipation as an ad-hoc
result
8. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.1 Generating Clouds
2.1.2 Noise Based Model
• 1/f-noise
– Functional noise, i.e. no
memory footprint
– Fast (Faster than
simulation)
– Arbitary number of
dimensions
– Natural look
• stochastic, self-similar
• 1/f: decreasing amplitude
with increasing frequency
9. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
• In mathematical terms:
• Base Function:
– white noise, Perlin noise, image, etc.
– Pre-created and stored or pseudo-random function
2. Virtual Clouds based on physical Models
2.1 Generating Clouds
2.1.2 Noise Based Model
n
i
i
n
i
n
i
y
x
B
y
x
N
1
)
2
1
,
2
1
(
2
1
)
,
(
octaves
of
Number
:
function
Base
:
value
noise
Synthetic
:
n
B(x,y)
N(x,y)
i=1 i=2 i=3 i=4=n
10. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.1 Generating Clouds
2.1.2 Pseudo-Random Noise Based Model
• Noise interpretation:
– 2D noise, e.g. height map (terrain)
– 3D noise, e.g. Volume density field (clouds)
– 4D noise, e.g. for time-animated 3D fields
11. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.1 Generating Clouds
2.1.2 Pseudo-Random Noise Based Model
• Tweaking the noise function
n
i
i
n
i
n
i
y
l
x
l
B
r
y
x
N
1
)
1
,
1
(
2
1
)
,
(
octaves
of
Number
:
y)
(lacunarit
gap
fractal
:
roughness
:
n
l
r
12. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.1 Generating Clouds
2.1.2 Pseudo-Random Noise Based Model
13. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.1 Generating Clouds
2.1.2 Pseudo-Random Noise Based Model
• Create various effects, changing...
– Base function
– Number of octaves
– Roughness, lacunarity
– …
14. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.1 Generating Clouds
2.1.3 Noise-Based Editing Model
• Create basic noise field
• Let user edit the field
– User may define parameters of the noise function before generating the
noise field
– User can edit the generated noise (like a brush or eraser in photoshop or
paint, etc.)
• Used in Terragen for example
15. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Where are we?
1. Introduction to Clouds
2. Virtual Clouds based on physical Models
1. Generating Clouds
2. Rendering Clouds using Volume Rendering
3. Example: Clouds à la Dobashi
4. Extending Dobashi: Multiple Forward Scattering
5. A few Notes on Cloud Animation
3. Virtual Clouds – An Artistic Approach
1. Generating / Designing Clouds
2. Rendering Clouds
3. Performance Tweaks
4. A few Notes on Animation
5. Evaluation
16. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.2 Rendering Clouds using Volume Rendering Techniques
2.2.1 The Volume Rendering Integral
• Optical Model:
Light (particles) travelling through / interacting
with density volume
• Effects:
– Absorption
– Emission
– (Multiple) Scattering
– (Shadows)
17. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.2 Rendering Clouds using Volume Rendering Techniques
2.2.1 The Volume Rendering Integral
• Physical Model: Emission and absorption only
Absorption
)
,
(
0
0
)
(
)
( x
x
e
x
I
x
I
2
1
)
(
)
,
(
Absorption
Depth
Optical
2
1
x
x
dx
x
x
x
Initial Intensity Attenuation along [x0,x]
Ray
)
( 0
x
I
I
x
0
x
18. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Initial Intensity at x‘ Attenuation along [x‘,x]
2. Virtual Clouds based on physical Models
2.2 Rendering Clouds using Volume Rendering Techniques
2.2.1 The Volume Rendering Integral
• Physical Model: Emission and absorption only
Emission (+ Absorption)
x
x
x
x
x
x
dx
e
x
q
e
x
I
x
I
0
0
'
)
'
(
)
(
)
( )
,
'
(
)
,
(
0
Ray
)
( 0
x
I
I
x
'
x
0
x
19. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.2 Rendering Clouds using Volume Rendering Techniques
4.2.1 The Volume Rendering Integral
• No general closed form solution
• Approximation by discrete sum:
Ray Casting
20. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.2 Rendering Clouds using Volume Rendering Techniques
2.2.2 Backward VR: Ray Casting
• Image space
algorithm
• Pixel by pixel
• Cast rays into
volume
• Sample volume at
discrete intervals
Image plane
21. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.2 Rendering Clouds using Volume Rendering Techniques
2.2.2 Backward VR: Ray Casting
• Usually resampling required (ray doesn‘t hit
voxel centers)
interpolate / filter (trilinear, splines, ...)
• Accumulate color and opacity along the ray
22. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.2 Rendering Clouds using Volume Rendering Techniques
2.2.3 Forward VR: Splatting
• Object space
algorithm
• Voxel by voxel
• Project each voxel
onto the image plane
• One voxel usually
influences several
pixels
Image plane
23. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.2 Rendering Clouds using Volume Rendering Techniques
2.2.3 Forward VR: Splatting
• Apply filter when projecting voxel on pixels
(e.g. Gaussian)
• Example: Cloud rendering algorithm proposed
by Dobashi (2000)
24. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Where are we?
1. Introduction to Clouds
2. Virtual Clouds based on physical Models
1. Generating Clouds
2. Rendering Clouds using Volume Rendering
3. Example: Clouds à la Dobashi
4. Extending Dobashi: Multiple Forward Scattering
5. A few Notes on Cloud Animation
3. Virtual Clouds – An Artistic Approach
1. Generating / Designing Clouds
2. Rendering Clouds
3. Performance Tweaks
4. A few Notes on Animation
5. Evaluation
25. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.3 Example: Clouds à la Dobashi
• Project each voxel on a
billboard:
filter using metaballs
(similar to Gauss but
effective radius of
influence)
• Given (for now):
Discrete density distribution (voxel grid)
26. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.3 Example: Clouds à la Dobashi
• Render image as viewed from sun
– Orient billboards towards sun
– Starting from closest to sun:
for each metaball, render billboard to framebuffer (multiply
attenuation)
27. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.3 Example: Clouds à la Dobashi
• Render image as viewed from sun
– Read pixel corresponding to metaball center from
framebuffer
attenuation between metaball and sun
– Multiply by sunlight color
metaball color
28. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.3 Example: Clouds à la Dobashi
• Render image from user
perspective
– Render all objects
besides clouds
– Orient billboards
towards viewpoint
– Project on image plane
(back to front):
• multiply framebuffer
color by attenuation ratio
• Add metaball color
29. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.3 Example: Clouds à la Dobashi
A few notes:
• Attenuation „texture“ created during second
step can be used as shadow map (for the
ground)
• Method accounts for single scattering of light
and shadows
30. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Where are we?
1. Introduction to Clouds
2. Virtual Clouds based on physical Models
1. Generating Clouds
2. Rendering Clouds using Volume Rendering
3. Example: Clouds à la Dobashi
4. Extending Dobashi: Multiple Forward Scattering
5. A few Notes on Cloud Animation
3. Virtual Clouds – An Artistic Approach
1. Generating / Designing Clouds
2. Rendering Clouds
3. Performance Tweaks
4. A few Notes on Animation
5. Evaluation
31. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.4 Next Step: Multiple Forward Scattering
• Proposed by Harris and Lastra 2001
• Just a short overview
• Single scattering similar to Dobashi
• Extending the VRI to account for multiple
forward scattering:
Dp
dt
t
dt
t
ds
e
s
g
e
I
P
I
Dp
s
Dp
0
)
(
)
(
0 )
,
(
)
(
)
,
( 0
32. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.4 Next Step: Multiple Forward Scattering
• What‘s the message?
– Each particle besides light from outside a cloud also receives
light scattered by other particles
– Amount is a function of the angle (spatial angle)
– Caracterized by the BSDF and phase function (e.g. Rayleigh
scattering)
Dp
dt
t
dt
t
ds
e
s
g
e
I
P
I
Dp
s
Dp
0
)
(
)
(
0 )
,
(
)
(
)
,
( 0
4
'
)
'
,
(
)
'
,
,
(
)
,
( d
x
I
x
r
x
g
33. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.4 Next Step: Multiple Forward Scattering
• Again solved by discrete approximization
• Forward scattering accounts most for the
optical perception of clouds
restrict calculations to small angle around
the forward direction
• Assuming BSDF and other factors being
constant (due to small angle)
• Split light path into small number of discrete
directions
• ...
34. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.4 Next Step: Multiple Forward Scattering
35. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Where are we?
1. Introduction to Clouds
2. Virtual Clouds based on physical Models
1. Generating Clouds
2. Rendering Clouds using Volume Rendering
3. Example: Clouds à la Dobashi
4. Extending Dobashi: Multiple Forward Scattering
5. A few Notes on Cloud Animation
3. Virtual Clouds – An Artistic Approach
1. Generating / Designing Clouds
2. Rendering Clouds
3. Performance Tweaks
4. A few Notes on Animation
5. Evaluation
36. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.5 A few Notes on Animating Clouds
• Based on meteorological model (as with cloud
generation)
• Account for all physical phenomena
Clouds creation, movement and dissipation
as an ad-hoc result
37. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
2. Virtual Clouds based on physical Models
2.5 A few Notes on Animating Clouds
• Simple model: cellular
automata
– E.g. Used by Dobashi
– Cells of an automaton
correspond to voxels and
carry state variables:
Vapor/humidity, Clouds,
Phase transition
– Binary states!
– Set of transition functions
– Smoothing before redering
38. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Where are we?
1. Introduction to Clouds
2. Virtual Clouds based on physical Models
1. Generating Clouds
2. Rendering Clouds using Volume Rendering
3. Example: Clouds à la Dobashi
4. Extending Dobashi: Multiple Forward Scattering
5. A few Notes on Cloud Animation
3. Virtual Clouds – An Artistic Approach
1. Generating / Designing Clouds
2. Rendering Clouds
3. Performance Tweaks
4. A few Notes on Animation
5. Evaluation
39. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
3. Virtual Clouds – An Artistic Approach
3.1 Generating / Designing Clouds
• Artist designs clouds with a
GUI based tool
• Use simple shapes (boxes,
spheres) to model the basic
cloud shapes
• Fill boxes randomly with
(textured) sprites
40. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
3. Virtual Clouds – An Artistic Approach
3.1 Generating / Designing Clouds
• Artist can specify density, etc.
• Artist specifies cloud coloring
and shading
– Percentage of ambient color
(time of day)
– Vertical color levels and colors
– Shading groups
– Directional colors (time of day)
• Store only sprite center
points and sizes (+ coloring
information)
41. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Where are we?
1. Introduction to Clouds
2. Virtual Clouds based on physical Models
1. Generating Clouds
2. Rendering Clouds using Volume Rendering
3. Example: Clouds à la Dobashi
4. Extending Dobashi: Multiple Forward Scattering
5. A few Notes on Cloud Animation
3. Virtual Clouds – An Artistic Approach
1. Generating / Designing Clouds
2. Rendering Clouds
3. Performance Tweaks
4. A few Notes on Animation
5. Evaluation
42. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
3. Virtual Clouds – An Artistic Approach
3.2 Rendering Clouds
• Load sprite center points, sizes and color information
from disk
• Draw quads around sprite centers
• Map textures to quads (random rotation in quad
plane)
43. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
3. Virtual Clouds – An Artistic Approach
3.2 Rendering Clouds
• Rotate quads towards camera
• Calculate shading:
function of angle between vector shading-group center <> sun and shading group center <>
sprite
• Take into account directional and vertical color levels:
interpolate between discrete levels specified by artist
• Render sprites to frame buffer
44. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Where are we?
1. Introduction to Clouds
2. Virtual Clouds based on physical Models
1. Generating Clouds
2. Rendering Clouds using Volume Rendering
3. Example: Clouds à la Dobashi
4. Extending Dobashi: Multiple Forward Scattering
5. A few Notes on Cloud Animation
3. Virtual Clouds – An Artistic Approach
1. Generating / Designing Clouds
2. Rendering Clouds
3. Performance Tweaks
4. A few Notes on Animation
5. Evaluation
45. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
3. Virtual Clouds – An Artistic Approach
3.3 Performance Tweaks
• Use impostors for clouds outside a certain
range to the user aircraft
– Octogonal ring
– Switch between impostors as user changes viewing direction
– Visual imperfection vs. gain of speed
46. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Where are we?
1. Introduction to Clouds
2. Virtual Clouds based on physical Models
1. Generating Clouds
2. Rendering Clouds using Volume Rendering
3. Example: Clouds à la Dobashi
4. Extending Dobashi: Multiple Forward Scattering
5. A few Notes on Cloud Animation
3. Virtual Clouds – An Artistic Approach
1. Generating / Designing Clouds
2. Rendering Clouds
3. Performance Tweaks
4. A few Notes on Animation
5. Evaluation
47. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
3. Virtual Clouds – An Artistic Approach
3.4 A few Notes on Animating Clouds
• Not much animation done actually
• Only cloud formation and dissipation
– Done by slowly increasing transparency
– Start with sprites at the borders till finally reaching
the innermost sprites
– Cloud formation is just the opposite
48. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Where are we?
1. Introduction to Clouds
2. Virtual Clouds based on physical Models
1. Generating Clouds
2. Rendering Clouds using Volume Rendering
3. Example: Clouds à la Dobashi
4. Extending Dobashi: Multiple Forward Scattering
5. A few Notes on Cloud Animation
3. Virtual Clouds – An Artistic Approach
1. Generating / Designing Clouds
2. Rendering Clouds
3. Performance Tweaks
4. A few Notes on Animation
5. Evaluation
49. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
3. Virtual Clouds – An Artistic Approach
3.5 Evaluation / Comparison
• Extremely rough approximization of the real
physics (e.g. Vertical shading levels)
• Inaccurate shading
• No self-shadowing or any shadowing at all
• Extremely flexible in controlling the appearance
of clouds
• Pretty fast (even on older PCs)
• Visually not totally unconvincing ;-)
50. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
3. Virtual Clouds – An Artistic Approach
3.5 Evaluation / Comparison
51. computer graphics & visualization
Game Design - Rendering Smoke & Clouds
Jürgen Treml (juergen.treml@gmail.com)
Talk Summary
• What are Clouds?
• Effects to consider when dealing with clouds
• Two different approaches on creating and
rendering clouds
– Random noise + volume rendering
– Artistic models
• Few hints on cloud animation
Questions?!?
Editor's Notes
Introduction to Clouds
Virtual Clouds based on physical Models
Virtual Clouds – An Artistic Approach
What are clouds?
Mass of visible water droplets
Technically speaking:
Continuous 3D density field of (condensed) water in the air
Form when warm air cools down and condensates
Formation influenced by:
Temperature, Pressure, Humidity
Ratio Conensation / Evaporation
Why do we see clouds?
Sunlight
Moon
Reflected ground light
MULTIPLE SCATTERING
Color depends on
Spectrum of incoming light
Atmosphere
Angle to sun
Angle to viewer
...
Virtual Clouds based on physical Models
Generating Clouds
Implement a meteorological model
Simulating and modeling environment: air pressure, temperature, humidity and saturation
Account for ...
Clouds creation, movement and dissipation as an ad-hoc result
1/f-noise
Functional noise, i.e. no memory footprint
Fast (Faster than simulation)
Arbitary number of dimensions
Natural look
In mathematical terms
Base Function
Noise interpretation
2D noise, e.g. height map (terrain)
3D noise, e.g. Volume density field (clouds)
4D noise, e.g. for time-animated 3D fields
Tweaking the noise function
Roughness
lacunarity
Create various effects, changing...
Base function
Number of octaves
Roughness, lacunarity
Create basic noise field
Let user edit the field
Used in Terragen for example
Virtual Clouds based on physical Models
Rendering Clouds using Volume Rendering
Optical Model
Effects
Absorption
Emission
(Multiple) Scattering
(Shadows)
No general closed form solution
Approximation by discrete sum
Ray Casting
Image space algorithm
Pixel by pixel
Cast rays into volume
Sample volume at discrete intervals
Usually resampling required (ray doesn‘t hit voxel centers)
Accumulate color and opacity along the ray
Object space algorithm
Voxel by voxel
Project each voxel onto the image plane
One voxel usually influences several pixels
Apply filter when projecting voxel on pixels
Example: Cloud rendering by Dobashi (2000)
Virtual Clouds based on physical Models
Example: Clouds à la Dobashi
Given: Discrete density distribution (voxel grid)
Project each voxel on a billboard
Render image as viewed from sun
Orient billboards towards sun
Starting from closest to sun: for each metaball, render billboard to framebuffer (multiply attenuation)
Read pixel corresponding to metaball center from framebuffer attenuation between metaball and sun
Multiply by sunlight colormetaball color
Render image from user perspective
Render all objects besides clouds
Orient billboards towards viewpoint
Project on image plane (back to front):
Attenuation „texture“as shadow map (for the ground)
Method accounts for single scattering and shadows
Virtual Clouds based on physical Models
Extending Dobashi: Multiple Forward Scattering
Proposed by Harris and Lastra 2001
Just a short overview
Single scattering similar to Dobashi
Extending the VRI
What‘s the message?
Each particle receives light scattered by other particles
Amount is a function of the angle (spatial angle)
Caracterized by the BSDF and phase function
Again solved by discrete approximization
Forward scattering accounts most for the optical perception of cloudsrestrict to small angle around the forward direction
Assuming BSDF and other factors being constant (due to small angle)
Split light path into small number of discrete directions
Virtual Clouds based on physical Models
A few Notes on Cloud Animation
Based on meteorological model (as with cloud generation)
Account for all physical phenomena Clouds creation, movement and dissipation as an ad-hoc result
Simple model: cellular automata
E.g. Used by Dobashi
Cells of an automaton correspond to voxels and carry state variables:
Binary states!
Set of transition functions
Smoothing before redering
Virtual Clouds – An Artistic Approach
Generating / Designing Clouds
Artist designs clouds with a GUI based tool
Use simple shapes
Fill boxes randomly with sprites
Artist can specify density, etc.
Artist specifies cloud coloring and shading
Store only sprite center points and sizes (+ coloring information)
Virtual Clouds – An Artistic Approach
Rendering Clouds
Load sprite center points, sizes and color information from disk
Draw quads around sprite centers
Map textures to quads (random rotation in quad plane)
Rotate quads towards camera
Calculate shading
Take into account directional and vertical color levels:
Render sprites to frame buffer
Virtual Clouds – An Artistic Approach
Performance Tweaks
Use impostors for clouds outside a certain range to the user aircraft
Virtual Clouds – An Artistic Approach
A few Notes on Animation
Not much animation done actually
Only cloud formation and dissipation
Virtual Clouds – An Artistic Approach
Evaluation
Extremely rough approximization of the real physics (e.g. Vertical shading levels)
Inaccurate shading
No self-shadowing or any shadowing at all
Extremely flexible in controlling the appearance of clouds
Pretty fast (even on older PCs)
Visually not totally unconvincing ;-)
What are Clouds?
Effects to consider when dealing with clouds
Two different approaches on creating and rendering clouds
Few hints on cloud animation