“Simulating Nature: Realistic and Interactive Techniques” by Ebert, Fedkiw, Musgrave, Prusinkiewicz, Stam, et al. …

  • ©David S. Ebert, Ronald Fedkiw, F. Kenton Musgrave, Przemyslaw Prusinkiewicz, Jos Stam, and Jerry Tessendorf

Conference:


Entry Number: 47

Title:

    Simulating Nature: Realistic and Interactive Techniques

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Abstract:


    Prerequisites
    Familiarity with standard graphics techniques for modeling and rendering. Familiarity with basic grammar-based modeling, procedural techniques, and particle systems is helpful but not required.

    Topics
    Fractal-based techniques for simulating mountains and interactive, navigable planets. Realistic modeling and rendering of oceanscapes viewed from above or below. Stable and interactive simulation of motion in fluids. Volumetric procedural cloud modeling and realtime issues for simulating volumetric natural phenomena (smoke, fog, clouds, water). Rapid realistic smoke simulation. Interactive grammar-based techniques for modeling of plants and plant ecosystems.

    Description
    Research and production perspectives on the difficult task of photo-realistic modeling, rendering, and animation of natural phenomena. Presentations include: physics-based approaches for modeling and animating water, waves, and oceanscapes; real-time, rapid, stable dynamics for water and gas animation; procedural and physics-based approaches for fast, realistic modeling of smoke and steam; procedural volumetric techniques and interactive approximation for modeling and animating clouds; interactive grammar-based techniques for modeling plants and plant ecosystems; and fractal techniques for simulating mountainous landscapes and interactive navigable worlds. Most of the techniques can be adapted for interactive simulations and real-time applications.

     

     

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