Cumulus Cloud Synthesis with Similarity Solution and Particle/Voxel Modeling Bei Wang, Jingliang Peng, and C.-C. Jay Kuo Department of Electrical Engineering, University of Southern California [email protected], [email protected], [email protected] Abstract. A realistic yet simple 3D cloud synthesis method is examined in this work. Our synthesis framework consists of two main components. First, by introducing a similarity approach for physics-based cumulus cloud simulation to reduce the computational complexity, we introduce a particle system for cloud modeling. Second, we adopt a voxel-based scheme to model the water phase transition effect and the cloud fractal structure. It is demonstrated by computer simulation that the proposed synthesis algorithm generates realistic 3D cumulus clouds with high computational efficiency and enables flexible cloud shape control and incorporation of the wind effect . . . 1 Introduction Clouds are among the most natural atmospheric phenomena in our daily life. To generate vivid outdoor scenes, realistic cloud synthesis and animation is often a key component in many 3D applications such as flight simulation, gaming and 3D movie production. Realistic cloud synthesis, albeit important, is a challenging task due to the infinite variations in cloud shape. Physics-based simulation gives the most natural-looking appearance of synthesized clouds. However, the physics-based simulation demands a high computational complexity to solve the Navier-Stokes partial differential equations (PDEs). In contrast with the physics-based approach, another approach of lower complexity known as the procedural method has been studied as well. Nevertherless, the procedure approach has less flexibility in cloud shape control corresponding to dynamics. We adopt the physics-based simulation of cumulus clouds in this work and aim to lower the complexity. The goals and contributions of our current research are summarized as: 1)Computational efficiency: by adopting the similarity solution approach, we are able to catch the general characteristics of clouds with a set of constant parameters without solving PDEs explicitly; 2)Realistic visual appearance: the proposed method is able to create the general shape and amorphous appearance of a cloud as well as fine details such as fractal substructures around boundary regions; 3) Flexible user control: by modifying the setting of the constant parameters which describes the general characteristics of cloud, users can control the cloud shape flexibly. Technically, the above features are accomplished by the adoption of the similarity simulation approach as well as two powerful graphic modeling tools; G. Bebis et al. (Eds.): ISVC 2008, Part I, LNCS 5358, pp. 65–74, 2008. c Springer-Verlag Berlin Heidelberg 2008 66 B. Wang, J. Peng, and C.-C.J. Kuo namely, particles and voxels. The particle system provides a natural model for thermal-based cloud representation. In the first stage, each particle is used to simulate the movement of a thermal. Then in the second stage, a grid structure within a bounding box is utilized to model the accumulation and condensation of water vapor particles. The rest of this paper is organized as follows. Previous work is reviewed in section 2. Three major components of the proposed cloud synthesizer are described in sections 3-5. Finally, experimental results and conclusion are given in section 6 and section 7. 2 Review of Previous Work Research on cloud synthesis, including simulation, modeling and rendering, has history of more than two decades. In early years, methods of low complexity were prevailing in the field due to the limitation of computing resource. With the increase in computing power in recent years, methods of high complexity have begun to thrive. Generally speaking, previous cloud synthesis methods can be classified into two main categories: visual-based and physics-based methods. Visual-based methods generate clouds using the amorphous cloud property rather than the physical process of cloud formation. Examples include procedural modeling [1], fractals modeling [2], qualitative simulation [3], and texture sprite modeling [4]. These methods have attractive advantage with low computation and easy implementation. They also provide the ability to change the cloud shape through the parameters adjustment. However, modification of the cloud shape is often achieved by trial-and-error, which has limited dynamics extension. On the contrary, Physics-based methods [5] incorporate fluid dynamics in cloud synthesis. They usually solve a set of PDEs in the simulation process (i.e. the Navier-Stoke’s equation) so that their computational complexity is very high. The computational cost was significantly reduced by Stam [6], who solved the N.S. equations with simplified fluid dynamics. Thereafter, his work was applied on cloud simulation with important physics process(phase transition) in cloud formation considered by Harris [7], besides, Harris implemented Stam’s stable fluid solver on GPU to achieve real-time simulation. Similarly, Miyazaki [8] used the Coupled Map Lattice (CML) to generate various types of clouds. In Harris and Ryo’s work, cloud simulation depends on initial water vapor condition and a set of parameters such as viscosity. However, they don’t provide a straightforward solution to cloud shape control, which is often a desirable feature. When compared with previous physics-based method, our proposed cumulus synthesis method does not solve PDEs explicitly, but adopt an analytic solution with some parameters consistent to the Navier-Stokes equations, based on which we had another cloud simulation work on decoupled modeling [9], and take the water phase transition into account. By choosing the parameters properly, we can generate different clouds efficiently.
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