Simulating Clouds with Procedural Texturing Techniques Using the GPU

Abstract

Many 3D training simulations employ static, and to some extent, simplistic natural phenomena representation that often leaves much to be desired. Taking advantage of the latest advancements in computer graphics hardware allows modeling dynamic natural phenomena such as clouds. Specifically, utilizing procedural techniques and high-level shading languages, it is possible to produce considerably more realistic simulations. This thesis designed and implemented a visual simulation component, which renders convincing clouds using procedural noise-based texture mapping techniques. Both traditional rendering and shader-enabled rendering supported by the OpenGL Shading Language are utilized. This component has been included in the Delta3d simulation engine and is used to create convincing clouds in outdoor simulations while the performance penalty imposed is considered acceptable. Custom tools have been developed for easy noise texture parameterization and cross-platform compatibility has been demonstrated.

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Document Details

Document Type
Technical Report
Publication Date
Sep 01, 2004
Accession Number
ADA427539

Entities

People

  • Georgios E. Tarantilis

Organizations

  • Naval Postgraduate School

Tags

Communities of Interest

  • Air Platforms
  • Energy and Power Technologies

DTIC Thesaurus Topics

  • Algorithms
  • Computations
  • Computer Graphics
  • Computer Programming
  • Computer Programs
  • Computers
  • Graphical User Interface
  • Graphics
  • Language
  • Operating Systems
  • Platforms
  • Simulations
  • Simulators
  • Standards
  • Three Dimensional
  • Training
  • Two Dimensional

Readers

  • Computer Vision.
  • Database Systems and Applications
  • Systems Analysis and Design