Fast Modeling of Realistic Clouds

Fast modeling of clouds facilitates realistic design of 3D outdoor scenes.To generate volumetric data of cloud density,a probability fields controlling cellular automata method was proposed.Creation of the probability fields adopted fractional Brownian motion(fBm)which accords with the natural chaotic motion of particles,and gives the results realistic cloud characteristics.All the modeling procedure was run on the programmable graphic card,and satisfied real-time acquirements.The illumination model accounted for sunlight and background lights with single scattering,and ray casting technique was used to render the 3D realistic convincing cloud image.Integration of the results into virtual terrain environment enhances the reality of the scene.The total virtual environment can be rendered in real time.

[1]  Yoshinori Dobashi,et al.  A method for modeling clouds based on atmospheric fluid dynamics , 2001, Proceedings Ninth Pacific Conference on Computer Graphics and Applications. Pacific Graphics 2001.

[2]  Anselmo Lastra,et al.  Real‐Time Cloud Rendering , 2001, Comput. Graph. Forum.

[3]  David S. Ebert,et al.  Texturing and Modeling, Third Edition: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics) , 2011 .

[4]  K. Nagel,et al.  Self-organizing criticality in cloud formation? , 1992 .

[5]  Sylvain Lefebvre,et al.  Real-time Realistic Illumination and Shading of Stratiform Clouds , 2006, NPH.

[6]  David S. Ebert,et al.  Texturing and Modeling: A Procedural Approach , 1994 .

[7]  Kazufumi Kaneda,et al.  A simple, efficient method for realistic animation of clouds , 2000, SIGGRAPH.

[8]  Mark J. Harris Real-Time Cloud Rendering for Games , 2002 .

[9]  Pantelis Elinas,et al.  Real-time Rendering of 3D Clouds , 2000, J. Graphics, GPU, & Game Tools.

[10]  Anselmo Lastra,et al.  Simulation of cloud dynamics on graphics hardware , 2003, HWWS '03.

[11]  Yoshinori Dobashi,et al.  ANIMATION OF CLOUDS USING CELLULAR AUTOMATON , 1998 .

[12]  Yoshinori Dobashi A Controllable Method for Animation of Earth-scale Clouds , 2006 .

[13]  J. P. Lewis,et al.  Algorithms for solid noise synthesis , 1989, SIGGRAPH.

[14]  Nelson L. Max,et al.  Interactive multiple anisotropic scattering in clouds , 2008, I3D '08.

[15]  Hideo Yamashita,et al.  Modeling of clouds from satellite images using metaballs , 1998, Proceedings Pacific Graphics '98. Sixth Pacific Conference on Computer Graphics and Applications (Cat. No.98EX208).

[16]  David S. Ebert,et al.  Texturing and modeling - a procedural approach, Third Edition , 2002, Morgan Kaufmann series in computer graphics and geometric modeling.