-----Original Message-----
From: Jorrit Tyberghein [mailto:[email protected]] 
Sent: Monday, March 30, 2009 11:08 PM
To: CS developers and users list
Subject: Re: [CsMain] GSoC project ideas

Can you tell us a bit about these methods from that ACM Symposium article
and
how you think you might try to implement these in Crystal Space?

Greetings,

On Mon, Mar 30, 2009 at 7:50 PM, SilverMax <[email protected]> wrote:
> Hello, my name is Max Efimov.
>
> I would like to participate in the project in environmental effects area.
I
> have 3 year of C++ experience and familiar with some 3D technologies.
> Unfortunately I have no experience in programming on CrystalSpace but have
> some experience on Irrlicht Engine (I believe it is similar things :).
>
> I have the following ideas about environmental effects implementation:
>
> 1. Make a flexible framework (if there is not) to allow user just choose
> what he want to do with the environment
>
> 2. Realise the set of algorithms and methods described by NVIDIA, ATI and
> ACM Symposium on Interactive 3D Graphics and Games (I3D) - 2008
>
> 3. Test all the methods at maximum abilities.
>
> I just imagine in common what to do but I have no start point to suggest
> some more ideas. Would You like to help me with it?
>
>
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Greetings, 
I have read the ACM Symposium article "Interactive multiple anisotropic
scattering in clouds" and now I have some project ideas listed below:

1. Include a new unit that represents a system of classes managing the
calculations and render (framework).

2. Perform a class that manages shape, type, density and other parameters of
clouds (user controlled class).

3. Perform a class that provide a logical structure of cloud simulation.
Something like dummy object that is boundary mesh with hypertexture to
improve cloud's visualisation at it's boundaries.

4. Perform an algorithm for collecting rays from a light source and simulate
light transport between droplets. This achieves by dividing the cloud into
some scattering orders according to supposed droplet size and densities
inside the cloud. There are some approaches that have their advantages and
disadvantages (computation efficiency and visualisation realism) but the
most efficient method is to use phase function Mie for computation a ray
trace anisotropic behaviour with different orders of scattering. This method
is quite computational expensive but allows to visualise strong features of
real clouds like backscattering, sharp boundaries, glow, fogbow.

5. Perform an algorithm that provides to define a collector area. Collector
area is a parallel projection of a view area where scattered rays are
converging. It allows to visualise scattered rays by sending their
parameters to shader that computes an appearance of a cloud.

6. Perform an algorithm that provides real time computation of cloud's
position and it's boundary deviation. Also it is important to separate a
hypertexture into two parts: cloud's core and boundary with a depth of h.
This separation allows to apply any fractal real time noise (like Perlin
noise) to the area between core border line and boundary line. Fractal noise
allows to simulate natural cloud's boundary appearance.

7. Manage reducing calculations when the cloud node is not in a view and
make recalculations if the angle of view or camera position (or target) is
changed in the scene (if a cloud node is in a view).

8. If time allows, append an effect of rain. Add to the framework a class
that performs placing of area particle emitter with influence of reduced
gravity, wind velocity, droplet size distribution (DSD). This allows to
simulate a rain behaviour in distant approximation.

-- 
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Personal page: http://users.telenet.be/jorritTyberghein/

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