Browsing by Author "Gain, James"
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Item Interactive Meso-scale Simulation of Skyscapes(The Eurographics Association and John Wiley & Sons Ltd., 2020) Vimont, Ulysse; Gain, James; Lastic, Maud; Cordonnier, Guillaume; Abiodun, Babatunde; Cani, Marie-Paule; Panozzo, Daniele and Assarsson, UlfAlthough an important component of natural scenes, the representation of skyscapes is often relatively simplistic. This can be largely attributed to the complexity of the thermodynamics underpinning cloud evolution and wind dynamics, which make interactive simulation challenging.We address this problem by introducing a novel layered model that encompasses both terrain and atmosphere, and supports efficient meteorological simulations. The vertical and horizontal layer resolutions can be tuned independently, while maintaining crucial inter-layer thermodynamics, such as convective circulation and land-air transfers of heat and moisture. In addition, we introduce a cloud-form taxonomy for clustering, classifying and upsampling simulation cells to enable visually plausible, finely-sampled volumetric rendering. As our results demonstrate, this pipeline allows interactive simulation followed by up-sampled rendering of extensive skyscapes with dynamic clouds driven by consistent wind patterns. We validate our method by reproducing characteristic phenomena such as diurnal shore breezes, convective cells that contribute to cumulus cloud formation, and orographic effects from moist air driven upslope.Item Procedural Riverscapes(The Eurographics Association and John Wiley & Sons Ltd., 2019) Peytavie, Adrien; Dupont, Thibault; Guérin, Eric; Cortial, Yann; Benes, Bedrich; Gain, James; Galin, Eric; Lee, Jehee and Theobalt, Christian and Wetzstein, GordonThis paper addresses the problem of creating animated riverscapes through a novel procedural framework that generates the inscribing geometry of a river network and then synthesizes matching real-time water movement animation. Our approach takes bare-earth heightfields as input, derives hydrologically-inspired river network trajectories, carves riverbeds into the terrain, and then automatically generates a corresponding blend-flow tree for the water surface. Characteristics, such as the riverbed width, depth and shape, as well as elevation and flow of the fluid surface, are procedurally derived from the terrain and river type. The riverbed is inscribed by combining compactly supported elevation modifiers over the river course. Subsequently, the water surface is defined as a time-varying continuous function encoded as a blend-flow tree with leaves that are parameterized procedural flow primitives and internal nodes that are blend operators. While river generation is fully automated, we also incorporate intuitive interactive editing of both river trajectories and individual riverbed and flow primitives. The resulting framework enables the generation of a wide range of river forms, ranging from slow meandering rivers to rapids with churning water, including surface effects, such as foam and leaves carried downstream.