Real-time Animation and Real-time Animation and Rendering of Ocean - - PowerPoint PPT Presentation

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Real-time Animation and Real-time Animation and Rendering of Ocean - - PowerPoint PPT Presentation

Real-time Animation and Real-time Animation and Rendering of Ocean Whitecaps Rendering of Ocean Whitecaps Jonathan Dupuy, Eric Bruneton INRIA Grenoble Rhne-Alpes, Universit de Grenoble et CNRS, Laboratoire Jean Kuntzmann Universit de


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Real-time Animation and Rendering of Ocean Whitecaps Real-time Animation and Rendering of Ocean Whitecaps

Jonathan Dupuy, Eric Bruneton

INRIA Grenoble Rhône-Alpes, Université de Grenoble et CNRS, Laboratoire Jean Kuntzmann Université de Lyon, CNRS Université Lyon 1, LIRIS, UMR5205, F-69622, France

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Whitecaps Whitecaps

spume spume + foam streaks foam streaks + surface foam surface foam + bubble cloud bubble cloud

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Deep Water Breaking Waves Deep Water Breaking Waves

Spilling breaker Plunging breaker

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Motivation Motivation

Real time Movies Photographs

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Ocean Rendering: Wave Models Ocean Rendering: Wave Models

Trochoidal waves Fourier transform

  • cean surface = horizontally and vertically undulated plane
  • cean plane
  • cean surface

displacement

[Tessendorf 2001] [Tessendorf 2001] [Hinsinger et al. 2002] [Hinsinger et al. 2002]

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Ocean Rendering: Lighting Ocean Rendering: Lighting

[Bruneton et al. 2010] [Bruneton et al. 2010]

mean position position + mean normal normal + slope variance variance

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Ocean Rendering: Whitecaps Ocean Rendering: Whitecaps

Empirical models Particle based

[Darles et al. 2007] [Darles et al. 2007] [Chentanez and Müller 2011] [Chentanez and Müller 2011]

low quality no control / slow

whitecaps whitecaps no whitecaps no whitecaps

  • sim. domain
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Objective Objective

  • Extend Bruneton's lighting model to account

for whitecaps

– Any viewpoint from ground to space – Seamless transitions from geometry to BRDF – Real time

  • Context

– Deep water waves – Gaussian heights and slopes – Spilling breakers only (no overturning)

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Ocean Lighting Ocean Lighting

  • Whitecap radiance depends on amount of

breaking waves

[Bruneton et al. 2010] [Bruneton et al. 2010]

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Breaking Waves Breaking Waves

  • Use surface tension

– Proportional to jacobian of horizontal displacements

wave profile wave profile

illustrative only

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Breaking Waves Breaking Waves

  • We use
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Breaking Waves Breaking Waves

wave profile wave profile

illustrative only

  • Use surface tension

– Proportional to jacobian of horizontal displacements

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Breaking Waves Breaking Waves

wave profile wave profile

illustrative only

  • Use surface tension

– Proportional to jacobian of horizontal displacements

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Breaking Waves Breaking Waves

  • We use
  • depends on Gaussian functions

parameters can be computed analytically for trochoids or through hardware mipmapping for Fourier waves

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Ocean Lighting Ocean Lighting

  • Whitecap radiance depends on amount of

breaking waves

[Bruneton et al. 2010] [Bruneton et al. 2010]

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Ocean Lighting Ocean Lighting

  • Whitecap radiance depends on amount of

breaking waves

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Results: Quality Results: Quality

real time photographs

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Results: Control Results: Control

(same surface)

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Results: Scalability / Real Time Results: Scalability / Real Time

NVidia GeForce 560Ti

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Results: Limitations Results: Limitations

  • Reflectance fluctuations only

– No impact on geometry

ex: no plunging breakers

  • No decay

– Whitecap can last several seconds

  • Analytical surface

– Repetitive artifacts on periodic surfaces

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Conclusion Conclusion

  • Ocean scenes with whitecaps in real time

– Scalable performance – Controlable – Good quality

  • Future work

– Decay – Richer whitecap shading model (currently

Lambertian / no visibility)

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Real-time Animation and Rendering of Ocean Whitecaps Real-time Animation and Rendering of Ocean Whitecaps

Jonathan Dupuy, Eric Bruneton

INRIA Grenoble Rhône-Alpes, Université de Grenoble et CNRS, Laboratoire Jean Kuntzmann Université de Lyon, CNRS Université Lyon 1, LIRIS

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Projected Grid Projected Grid

eye

  • cean plane

reprojected vertex reconstructed surface

  • Automatic geometrical LOD
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Projected Grid Projected Grid

eye

  • cean plane

reprojected vertex reconstructed surface

  • Automatic geometrical LOD
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Erf: Approximation Erf: Approximation

erf(x)

  • ur approximation
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Erf: Error Erf: Error

max error: 0.00012