The simulation of natural phenomena (Panel Session)

C. Csuri, J. Blinn, Julián Gómez, N. Max, W. Reeves
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引用次数: 14

Abstract

This panel will discuss the issues and the problems associated with the simulation of natural phenomena. This is a difficult area of research since it generally involves complex data bases and in many instances time variant phenomena. The computational loads can become enormous as one considers the physics or the mathematical modeling of structures. Most items in nature, trees, clouds, fire and comets being some examples, have not been displayed realistically in computer graphics. This lack stems from a few different problems, all of which are significant. The first is the fact that realistic portrayals require large amounts of storage and consequently large compute time. Nature is able to create diverse detail at the most minute levels within an object of grandoise scale. The second problem is that of diversity of design within a given framework. For example, if a scene requires two dozen poplar trees, how does the designer construct trees that look different but are undeniably poplars? Humans typically become tired after the first few iterations of such a design process, with a resulting degradation in the subsequent models. Clearly, this problem applies to all of the phenomena mentioned above. Finally, there is a lack of models. First, second and third order representations are commonly used in computer graphics to model various kinds of surfaces and their boolean combinations. However, their applications to objects, which do not lend themselves well to being described as surfaces has not been addressed sufficiently. Previous attempts at realism have dealt with the appearances of the surfaces being modeled, in terms of their illumination or relief. More recently, fractal methods have introduced a new degree of realism into terrain modeling systems. However, it appears that natural phenomena will require more research into the fundamental way things occur in nature, and in terms of computer graphics, their representation will build on previous work, but will still require new modeling techniques.
自然现象的模拟(小组讨论)
该小组将讨论与自然现象模拟有关的问题和问题。这是一个困难的研究领域,因为它通常涉及复杂的数据库,在许多情况下还涉及时变现象。考虑到结构的物理或数学建模,计算负荷会变得巨大。自然界中的大多数事物,例如树、云、火和彗星,都没有在计算机图形中真实地显示出来。这种缺乏源于几个不同的问题,所有这些问题都很重要。首先,现实的描绘需要大量的存储,因此需要大量的计算时间。大自然能够在最微小的层面上创造出各种各样的细节。第二个问题是给定框架内设计的多样性。例如,如果一个场景需要24棵白杨树,设计师如何构建看起来不同但又不可否认是白杨树的树?在这种设计过程的最初几次迭代之后,人类通常会感到疲劳,从而导致后续模型的退化。显然,这个问题适用于上述所有现象。最后,缺乏模型。在计算机图形学中,一、二、三阶表示通常用于对各种曲面及其布尔组合进行建模。然而,它们在对象上的应用(这些对象本身不适合被描述为表面)还没有得到充分的解决。以前的现实主义尝试已经处理了被建模的表面的外观,根据它们的照明或浮雕。最近,分形方法引入了一个新的程度的现实主义地形建模系统。然而,自然现象似乎需要对自然界中事物发生的基本方式进行更多的研究,就计算机图形学而言,它们的表示将建立在以前的工作基础上,但仍然需要新的建模技术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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