In this paper we present a framework for the rendering of dynamic 3D virtual environments which can be integrated in the development of videogames. It includes methods to manage sounds and particle effects, paged static geometries, the support of a physics engine and various input systems. It has been designed with a modular structure to allow future expansions. We exploited some open-source state-of-the-art components such as OGRE, PhysX, ParticleUniverse, etc.; all of them have been properly integrated to obtain peculiar physical and environmental effects. The stand-alone version of the application is fully compatible with Direct3D and OpenGL APIs and adopts OpenAL APIs to manage audio cards. Concluding, we devised a showcase demo which reproduces a dynamic 3D environment, including some particular effects: the alternation of day and night influencing the lighting of the scene, the rendering of terrain, water and vegetation, the reproduction of sounds and atmospheric agents.
Realistic animations of water, smoke, explosions, and related phenomena are reproduced via fluids simulation. @cite_12 face the problem of high-resolution fluid motion in real-time videogame applications, describing some techniques on a scale previously unattainable in computer graphics. The central idea is to cover the simulation domain with a small set of simulation primitives, called tiles. Each tile consists of a velocity basis representing the possible flow within its sub-domain. The boundaries between sub-domains correspond to tile faces.
@cite_12
588441650 2142037563 2141654056 24392662
Animating fluids like water, smoke, and fire using physics-based simulation is increasingly important in visual effects, in particular in movies, like The Day After Tomorrow, and in computer games. This book provides a practical introduction to fluid simulation for graphics. The focus is on animating fully three-dimensional incompressible flow, from understanding the math and the algorithms to the actual implementation. We present a new approach to fluid simulation that balances the speed of model reduction with the flexibility of grid-based methods. We construct a set of composable reduced models, or tiles, which capture spatially localized fluid behavior. We then precompute coupling terms so that these models can be rearranged at runtime. To enforce consistency between tiles, we introduce constraint reduction. This technique modifies a reduced model so that a given set of linear constraints can be fulfilled. Because dynamics and constraints can be solved entirely in the reduced space, our method is extremely fast and scales to large domains. Physically based deformable models have been widely embraced by the Computer Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich [ GM97] have been addressed, thereby making these models interesting and useful for both offline and real-time applications, such as motion pictures and video games. In this paper, we present the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element difference volume methods, mass-spring systems, meshfree methods, coupled particle systems and reduced deformable models based on modal analysis. For completeness, we also make a connection to the simulation of other continua, such as fluids, gases and melting objects. Since time integration is inherent to all simulated phenomena, the general notion of time discretization is treated separately, while specifics are left to the respective models. Finally, we discuss areas of application, such as elastoplastic deformation and fracture, cloth and hair animation, virtual surgery simulation, interactive entertainment and fluid smoke animation, and also suggest areas for future research. In this paper we present a simple and rapid implementation of a fluid dynamics solver for game engines. Our tools can greatly enhance games by providing realistic fluid-like effects such as swirling smoke past a moving character. The potential applications are endless. Our algorithms are based on the physical equations of fluid flow, namely the Navier-Stokes equations. These equations are notoriously hard to solve when strict physical accuracy is of prime importance. Our solvers on the other hand are geared towards visual quality. Our emphasis is on stability and speed, which means that our simulations can be advanced with arbitrary time steps. We also demonstrate that our solvers are easy to code by providing a complete C code implementation in this paper. Our algorithms run in real-time for reasonable grid sizes in both two and three dimensions on standard PC hardware, as demonstrated during the presentation of this paper at the conference.