A study of simulation and representation methods of dust clouds for real-time graphics applications

Karen Stratton, James Geyer

    Research output: Book chapter/Published conference paperConference paperpeer-review

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    Abstract

    In 3D computer graphics applications, it is often desirable to simulate and visualise the effects of various natural phenomena, such as clouds of dust and smoke. To date, the techniques used in most real-time graphics applications (eg. computer games) for modelling such clouds centre around the use of flat, pre-drawn sprites, layered onto the screen as 'billboards'. While this can produce an adequate effect, it is not a very realistic representation. We develop and compare some alternative approaches to modelling and rendering a dust cloud, including a particle system approach, and volumetric representations based on a voxel grid and an octree space division method. These are compared on grounds of aesthetic results and performance of the algorithm, and a consideration of the breadth of possibilities for further development and enhancement
    Original languageEnglish
    Title of host publicationProceedings of the Second Australian Undergraduates Students' Computing Conference
    EditorsG. Abraham, Rubinstein B Rubinstein B
    Place of PublicationMelbourne, Australia
    PublisherAUSCC04
    Pages17-22
    Number of pages6
    ISBN (Electronic)0975717308
    Publication statusPublished - 2004
    EventAUSCC04 - Melbourne, Australia, Australia
    Duration: 08 Dec 200410 Dec 2004

    Conference

    ConferenceAUSCC04
    CountryAustralia
    Period08/12/0410/12/04

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