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

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

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

Main Objectives • Simulate & Model Dust – Realistic – Real-time – Minimum number 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 • Military – Simulations • enable realistic rehearsals of potential encounters and situations 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) In practice, most Caves have three to four CAVE (aka Cave Automatic Virtual Environment) In practice, most Caves have three to four faces with projections. (Image from: Cruz-Neira, Sandin, De. Fanti, Kenyon and Hart, 1992).

Specifications • • • C++ Open. GL QT for GUI Flyable Model Camera Control Specifications • • • C++ Open. GL QT for GUI Flyable Model Camera Control Frame Rate Display

Development • Three Planned Methods – Volumetric Fog • Using Open. GL’s fog extensions Development • Three Planned Methods – Volumetric Fog • Using Open. GL’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 • • Large affected area divided into small volumes Volumes will translate, 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

Design: System Architecture Design: System Architecture

Challenges • Camera – Had problems with controls & terrain • Dust methods – 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

Demo Demo

Future Work • Diffuse Reflection and Particle System methods – Diffuse reflection probably most 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

Any Questions/Comments? Any Questions/Comments?