Dust Modeling in a Virtual Environment Team 3 Marcos Bagby Ryan Romero Brett Sulprizio Hiroko Uda.

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Presentation transcript:

Dust Modeling in a Virtual Environment Team 3 Marcos Bagby Ryan Romero Brett Sulprizio Hiroko Uda

Overview Idea Intended Use Development Existing Works Specifications Future Work

Idea How to simulate dust? –Realistic –Real-time Why? –DRI needs a way to model dust in a real time for their CAVE Project. –Cause Dr. Harris told us to.

Development Three Methods –Volumetric Fog –Diffuse Reflection –Particle Systems No Main Physics Engine –Particle System method may require an engine.

Method: Volumetric Fog Large affected area divided into small volumes. Different Densities Volumes will translate, morph, etc… Translation, morphing specified by airflow parameters.

Method: Diffuse Reflection Diffuse Surfaces. Light Scatters on contact. Light parameters will change to accommodate for dust “movement.”

Method: Particle Systems Might have to create small physics engine. Freeform particle movement inside specified region. Particles will be the “dust”.

Existing Works Similar things exist but nothing that does exactly what we’re doing. Academic Research at George Mason University and other Institutions. Some video games: Half-Life 2, C&C: Generals.

Specifications OpenGL QT for GUI C++ Flyable Model Frame Rate Display 3 Dust Methods Camera Control

Future Work Implement for CAVE use. Other than this, haven’t really thought about it. Depends on how good it turns out. Voxel Processing Method

Any Questions?