a header RWTH Aachen Fachgruppe Informatik

Softwarepraktikum "Computer Graphics" WS08/09

Computer graphics is the field of visual computing. Therefore computers are used to generate images synthetically and to collect data from the real world. With the development of new fast hardware the simulation of different physical effects like flowing water or billowing smoke can be done in a visually realistic way. This course focuses on the simulation of interesting physical phenomenons and combines them with computer graphics techniques for 3D visualization. Working in teams you will study and learn to implement dazzling visual effects.

 

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Important Dates

The next important dates for this course are:

  • 16 Oct 2008, 16:30h, AH IV: Einführungsveranstaltung, Prof. Dr. Lichter
  • 20 Oct 2008, 10:30h, 6317: Einführung, Lehrstuhl Informatik 8
  • 24 Oct 2008, 16:00h: Short meeting for distribution of development tasks
  • Regular dates:
    • Every friday: Meeting for weekly update

About the topics


     

The video to the left shows a work that focuses on the most straightforward application of fluid simulation: the simulation of water! The method shown was developed by Ron Fedkiw.

The underlying physics are not only valid for water, but also for air, which is also considered a fluid. This allows us to simulate and render awesome explosions! The paper and videos describing this method can be downloaded from the author's site.

We can also combine both fluids and gases, and even let them burn! The paper and videos describing this method can be downloaded from the author's site.




In this project you will learn to implement the basic methods for physically plausible simulation of smoke. You will learn how to do this in the C++ programming language, using state of the art computer graphics techniques. You will get an introduction into programming with the OpenGL graphics library.

The following basic tasks need to be completed for a convincing and nice smoke simulator:

  • Implementing a staggered grid
  • Interpolation methods for the stored quantities (e.g. density, velocity, pressure, ...)
  • Implementation of the basic equations of one timestep of the simulation
  • Rendering engine for volumetric data
  • GUI design for interactive manipulation of the simulation

   

For improving the simulation better rendering methods can be implemented, like raycasting, shadow maps and photon maps. It is also possible to implement the underlying formulas on the graphics card, using modern technologies like NVIDIA CUDA to allow for more complex grid structures.

For more information contact:

Arne Schmitz

Dominik Sibbing

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