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“Computer Modelling of Fallen Snow” by Paul Fearing Presented by Luv Kohli COMP238 October 29, 2002
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The Problem Want to generate realistic “snowy worlds” Need to determine: –how much snow falls on a scene –where this snow accumulates
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Previous work Premoze, et al. Mostly concerned with far away landscapes Uses digital elevation model enhanced with aerial photo Much larger scale
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Basic Algorithm (Fearing) Two stages Snow accumulation stage –How much snow accumulates per surface Snow stability stage –Resolves unstable snow surfaces
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Snow accumulation stage Attempt to simulate “flake flutter” Shoot snow particles from “launch sites” towards sky –Like ray tracing, but not straight lines –Piecewise linear path towards sky
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Flake flutter Circles of varying radius Flake path Random points on circles
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Snow accumulation stage 10-15 flakes from each launch site shot upwards –until blocked – ‘hit’ –or until sky reached – ‘miss’ Gives an idea of launch site’s occlusion from sky Snow accumulation is used to add snow as 3D surfaces above model
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Importance ordering Each launch site given a priority based on several factors –Completeness –Area –Neighborhoods –etc.
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Occlusion boundaries
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Launch site meshing Sites represented as triangles generated from original base scene models Initially at least one site per upward- facing triangle Sites can be merged or refined
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Sky buckets Snowfall should be fairly equal across sky Sky divided into grid of equal-area buckets Flake’s representative area spread across one or more buckets on a ‘miss’
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Sky buckets
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Flake dusting Thin ‘dusting’ of snow difficult to represent as 3D objects Semi-transparent procedural noise textured polygons used instead Dusting polygons placed slightly in front of 3D surface
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Flake dusting
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Snow stability stage Redistribute accumulated snow into stable configuration Use angle of repose –Measure of static friction of a pile of granular material
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Angle of repose (AOR) 90º for fresh snow 15º for slush Can model probability of stability around AOR
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Stability test Compute angle between snow surface on site s and neighbors n i lower than s If angle too steep to support snow, perform obstacle test between s and n i Shift snow from s to n i if not blocked Repeat until no unstable neighbors or s is empty
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Obstacle test (a) avalanche blocked by scene object (b) avalanche blocked by snow on object (c) avalanche partially blocked by snow on object
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Stability termination Simulation runs out of time All launch sites are stable Only a small amount of snow moved during last pass Most unstable snow resolved during first few passes
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Rain, flour, wind Rain can be simulated by setting AOR = 0º and not allowing any flake flutter Feasible for other materials, like flour Framework in place for basic wind effects
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Rain
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Recent work “Modeling the Accumulation of Wind- Driven Snow” – Bryan E. Feldman and James F. O’Brien
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References Fearing, P. 2000. Computer modelling of fallen snow. In Proceedings of ACM SIGGRAPH 2000, 37-46. Feldman, B. E., O’Brien, J. F. 2002. Modeling the accumulation of wind- driven snow. ACM SIGGRAPH 2002 Technical Sketch.
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