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Real-Time Rendering of Planets with Atmospheres
Tobias Schafhitzel, Martin Falk, Thomas ErtlUniversität Stuttgart, Germany
Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres 2
Motivation
Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres 3
Outline
Introduction Atmospheric scattering Computation of the scattering texture Rendering Results Conclusion and future work
Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres 4
Outline
Introduction Atmospheric scattering Computation of the scattering texture Rendering Results Conclusion and future work
Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres 5
Introduction
Rendering a planet’s atmosphere Physically based computation
color shifts, light attenuation Sunset, sunrise, midday
Combination with terrain rendering Real-time approach
Games CAD Explorative tools (i.e. Google Earth,…)
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Previous Work
Atmospheric Scattering Atmospheric Scattering Effects of the Earth [Nishita et al. 93] Real-Time Atmospheric Scattering [O’Neil 04] Interactive Rendering of atmospheric Scattering Effects using Graphics Hardware [Dobashi et al. 02] Accurate Atmospheric Scattering [O’Neil 05]
Terrain Rendering Real-Time continuous Level of Detail Rendering of Height Field [Lindstrom et al. 96] Real-Time Generation of continuous Level of Detail for Height Fields [Röttger et al. 98]
Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres 7
Outline
Introduction Atmospheric scattering Computation of the scattering texture Rendering Results Conclusion and future work
Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres 8
Light scattering equation:
φ
Atmospheric Scattering
Pv
atmosphere
earth
dsPPtPPtKF
II a
P
P
csv
b
a
r )),(),(exp()(
)()(4
Pa
Pb
Pc
Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres 9
Outline
Introduction Atmospheric scattering Computation of the scattering texture Rendering Results Conclusion and future work
Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres 10
Parametrization of the 3D scattering texture:
Arbitrary height h = |Pv| For each h Arbitrary view angle θ For each θ an arbitrary angle to the sun φ
θ
Computation of the scattering texture
h
φ
Pv
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Intersection Tests
Camera inside the atmosphere→ use 1st intersection
Camera outside→ no scattering→ move camera to outer boundary→ constant height for parameterization→ use 2nd intersection
Two textures for intersections with Inner sphere Outer sphere Easy to switch when rendering
PV
PV
PV
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Outline
Introduction Atmospheric scattering Computation of the scattering texture Rendering Results Conclusion and future work
Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres 13
Sky: tessellated sphere View ray Rv
connect vertex Pg with camera Pv
Compute h, θ and φ and map to [0,1] φ is constant (directional light) Fetch the scattering texture (simple lookup)
Rendering the sky
θPv
φ
Pc
Pg
Rv
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Rendering the terrain
More complex Consider structure of the terrain Naive computation fails
Distance too long Terrain color not considered
Solution Compute scattering along PvPb
Subtract contribution along PgPb
Two texture lookups:
PV
Pg
Pb
)exp()exp(
)()()(
4 v
P
P
lv
P
P
lsv ttttKF
IIb
g
b
v
r
Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres 15
Rendering the terrain II
Considering the terrain color Illumination of the terrain
Incident light is attenuated:
Reflected light is attenuated
Overall light contribution:
dsPPtKF
II cgsgr )),(exp()(
)()(4
PV
Pg
Pc
dsPPtII vgggv )),(exp()cos()(
)()()(* vgvv III
Ig
Igv
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Outline
Introduction Atmospheric scattering Computation of the scattering texture Rendering Results Conclusion and future work
Tobias Schafhitzel – Real-Time Rendering of Planets with Atmospheres 17
Results
Earth dataset (2572 x 24 x 12)
Mars dataset (652 x 24 x 12)
Earth Mars
Outside 67.26 83.51
Inside 30.31 56.02
Terrain outside 76.44 102.37
Terrain inside 35.83 61.19
All measurements in fps
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Europe at morning
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Alps at morning
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Alps at midday
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Sunrise
Questions ?