Rendering diffuse objects using particle systems inside voxelized surface geometry. Thorsten Juckel Steffi Beckhaus

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Transcription:

Rendering diffuse objects using particle systems inside voxelized surface geometry Thorsten Juckel Steffi Beckhaus University of Hamburg interactive media / virtual environments 1

Outline 1. Introduction 2. Brief overview about common techniques for rendering diffuse objects 3. Introduction to particle systems and voxelization 4. Description of our design approach 5. Interaction, manipulation, and dynamics 6. Results 2

Introduction In computer graphics Clouds, dust, fire, water, smoke, explosions are needed Solid objects can be modelled and added to the scene Ghosts or other more complex diffuse objects need complex rendering techniques or shaders for rendering Amblin Entertainment. All rights reserved. McAllister, ParticleSystems.org 3

Introduction How can someone add a character to the application? Based on surface geometry Constantly changes shape Is diffuse in appearance Fuzzy and dynamic shape 4

Particle systems Introduced in 1983 by Reeves for the movie Star Trek: The Wrath of Kahn Basic principle of a particle system Particles are autonomous, free moving points on screen Current state is stored inside the particles Rendering as points, lines, small objects Emitter controls generation, update, and extinction Now used in all fields of CG K.Sims, Particle Dreams, 1988 5

Particle systems Particle systems are a good choice for dust, smoke, and fire Problems with particles Movement of particles is pre-determined by the programmer Forces are mostly assumed to be constant inside the system Particle interaction is expensive => O(n²) Designers want to model a figure Hide programming from designer Focus on modelling ascpect 6

What do we need? We need something to display that data: Particle systems are a good choice! We need something to convert surface geometry Designer should focus on modelling aspect We need a data stucture for storing attributes: Color, size, transparency, texture, forces, and fading behavior Allow fast and easy access Voxels can store lots of data and be used for spatial arrangement 7

Voxelization Voxels are small cubes in space Commonly used for storing scientific data (MRI) Coloring indicates density Converted using the Marching Cubes algorithm But: We need the other way around! From: http://anusf.anu.edu.au/anusf_visualization/ viz_showcase/volume_rendering/ 8

Voxelization Beckhaus et al. used a hardware accelerated approach Scene is rendered into the frame-buffer Pixels are extruded Voxels used for spacial analysis and collision detection Objects can be converted from surface geometry to voxels 9

Extending voxelization algorithm Initial values Color and surface information of the model can be stored inside the voxels Additional information, such as size, forces, density, or fading of particels are assigned during initialization Voxels outside the geometric model are deactivated All voxels are stored inside an array to allow fast random access Structure is easily extendible 10

Particle Creation Using the underlying data structure, particles can be created Emitter is handling creation and update cycle Creation is done randomly inside activated voxels Initial values for particles are assigned by the current voxel Movement is determined by forces inside the voxel Easy access of voxel attributes through array structure 11

Creating a particle shape System characteristics Particle never die inside an active voxel Particle attributes are interpolated between voxels Particles die if they leave an active voxel Additionally Different types of forces can act in different voxels 12

Forces inside the voxel One force type assigned per voxel Acting at the center Implemented forces: linear, rotational, spiral movement, gravity points, and helix type of motion 13

Outside forces and interaction Outside forces still are constant to the whole system Gravity Wind... Translation and rotation is treated as a force Old particles move stay where they are New particle inherit an initial inertia Special care regarding particles object collisions 14

Particle collisions Collision calculations should be limited to a minimum Hierarchial bounding box organization Collisions only have to be checked if the outer BB penetrates another object Checking against voxel-bb's can be done quickly Particles need to be checked only inside a few voxels Colliding voxels should be deactivated 15

Results 16

Problems / Additions Issues Voxelization not perfect Rendering artefacts leave holes in the shell Automatic filling of the shape cannot be done Additions Particle interaction is not included yet Fluid simulations should be included to extend movement realism 17

Conclusion We presented a simple way to display fuzzy characters and dynamic objects using particle systems inside a voxelstructure Designer can focus on modelling Particle system for real-time rendering Forces act on the particles inside the voxels to move them inside the structure Collision detection is done using a structured bounding box hierarchy Architecture can easily be extended 18

Questions? Contact: juckel@blurredvision.de www.blurredvision.de steffi.beckhaus@uni-hamburg.de imve.informatik.uni-hamburg.de 19