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DiRT – Dust in Real-Time

DiRT – Dust in Real-Time. CS 426 Senior Projects. Advisors:. Team Members:. Dr. Sergiu Dascalu Brian Westphal Dr. Frederick Harris Joseph Jaquish. Marcos Bagby Ryan Romero Brett Sulprizio Hiroko Uda. Overview. Project Description Applications Objectives Development/Design

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DiRT – Dust in Real-Time

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  1. DiRT – Dust in Real-Time CS 426 Senior Projects Advisors: Team Members: Dr. Sergiu Dascalu Brian Westphal Dr. Frederick Harris Joseph Jaquish Marcos Bagby Ryan Romero Brett Sulprizio Hiroko Uda

  2. Overview • Project Description • Applications • Objectives • Development/Design • Challenges • Demo • Future Work • Questions/Comments

  3. DiRT (Dust in Real-Time) is a… 3D dust visualization program

  4. Main Objectives • Simulate & Model Dust • Realistic • Real-time • Minimum number of resources • Multiple Methods • Why this subject? • Initially planned for Desert Research Institute’s (DRI) CAVE Project CAVE = (Computer Automated Virtual Environment)

  5. Applications • Military • Simulations • enable realistic rehearsals of potential encounters and situations • better understanding of combat environment leads to strategizing more effectively • Video Games • Low resource gaming engines • CAVE Project • Immersive virtual environment

  6. CAVE (aka Cave Automatic Virtual Environment) In practice, most Caves have three to four faces with projections. (Image from: Cruz-Neira, Sandin, DeFanti, Kenyon and Hart, 1992).

  7. Specifications • C++ • OpenGL • QT for GUI • Flyable Model • Camera Control • Frame Rate Display

  8. Development • Three Planned Methods • Volumetric Fog • Using OpenGL’s fog extensions to simulate • Diffuse Reflection • Relying on light to create the effect • Particle System • Generating individual particles (slower) • Freeform particle movement inside specified region

  9. Volumetric Fog • Large affected area divided into small volumes • Volumes will translate, morph, etc… • Will have different densities • Translation and morphing specified by airflow parameters • Stencil Buffer and Alpha Blending with multi-pass rendering creates the illusion

  10. Design: System Architecture

  11. Challenges • Camera • Had problems with controls & terrain • Dust methods • References on methods vague • Harder than expected • Model • Not too familiar with loaders, challenge was integrating with our terrain

  12. Demo

  13. Future Work • Diffuse Reflection and Particle System methods • Diffuse reflection probably most difficult to implement • Particle system probably easiest to implement, but very resource intensive • More advanced algorithms • Implement for CAVE use • Voxel Processing Method

  14. Any Questions/Comments?

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