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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

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
Overview
  • Project Description
  • Applications
  • Objectives
  • Development/Design
  • Challenges
  • Demo
  • Future Work
  • Questions/Comments
dirt dust in real time is a
DiRT (Dust in Real-Time) is a…

3D dust visualization program

main objectives
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)

applications
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
cave aka cave automatic virtual environment
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).

specifications
Specifications
  • C++
  • OpenGL
  • QT for GUI
  • Flyable Model
  • Camera Control
  • Frame Rate Display
development
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
volumetric fog
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
challenges
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
future work
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