Towards realistic interactive sand : a GPU-based framework

dc.contributor.advisorMarais, Patricken_ZA
dc.contributor.advisorKuttel, Michelle Maryen_ZA
dc.contributor.authorLongmore, Juan-Pierreen_ZA
dc.date.accessioned2014-10-30T13:54:15Z
dc.date.available2014-10-30T13:54:15Z
dc.date.issued2009en_ZA
dc.descriptionIncludes bibliographical references (leaves 147-160).en_ZA
dc.description.abstractMany real-time computer games contain virtual worlds built upon terrestrial landscapes, in particular, "sandy" terrains, such as deserts and beaches. These terrains often contain large quantities of granular material, including sand, soil, rubble, and gravel. Allowing other environmental elements, such as trees or bodies of water, as well as players, to interact naturally and realistically with sand, is an important milestone for achieving realism in games. In the past, game developers have resorted to approximating sand with flat. textured surfaces that are static, non-granular, and do not behave like the physical material they model. A reasonable expectation is that sand be granular in its composition and governed by the laws of physics in its behaviour. However, for a single PC user, physics-based models are too computationally expensive to simulate and animate in real-time. An alternative is to use computer clusters to handle numerically intensive simulation, but at the loss of single-user affordability and real-time interactivity. Instead, we propose a GPU-based simulation framework that exploits the massive computational parallelism of a modern GPU to achieve interactive frame rates, on a single PC. We base our method on a discrete elements approach that represents each sand granule as a rigid arrangement of particles. Our model shows highly dynamic phenomena, such as splashing and avalanching, as well as static dune formation. Moreover, by utilising standard metrics taken from granular material science, we show that the simulated sand behaves in accordance with previous numerical and experimental research. We also support general rigid bodies in the simulation by automated particle-based sampling of their surfaces. This allows sand to interact naturally with its environment without extensive modification to underlying physics engine. The generality of our physics framework also allows for real-time physically-based rigid body simulation sans sand, as demonstrated in our testing. Finally, we describe an accelerated real-time method for lighting sand that supports both self-shadowing and environmental shadowing effects.en_ZA
dc.identifier.apacitationLongmore, J. (2009). <i>Towards realistic interactive sand : a GPU-based framework</i>. (Thesis). University of Cape Town ,Faculty of Science ,Department of Computer Science. Retrieved from http://hdl.handle.net/11427/8978en_ZA
dc.identifier.chicagocitationLongmore, Juan-Pierre. <i>"Towards realistic interactive sand : a GPU-based framework."</i> Thesis., University of Cape Town ,Faculty of Science ,Department of Computer Science, 2009. http://hdl.handle.net/11427/8978en_ZA
dc.identifier.citationLongmore, J. 2009. Towards realistic interactive sand : a GPU-based framework. University of Cape Town.en_ZA
dc.identifier.ris TY - Thesis / Dissertation AU - Longmore, Juan-Pierre AB - Many real-time computer games contain virtual worlds built upon terrestrial landscapes, in particular, "sandy" terrains, such as deserts and beaches. These terrains often contain large quantities of granular material, including sand, soil, rubble, and gravel. Allowing other environmental elements, such as trees or bodies of water, as well as players, to interact naturally and realistically with sand, is an important milestone for achieving realism in games. In the past, game developers have resorted to approximating sand with flat. textured surfaces that are static, non-granular, and do not behave like the physical material they model. A reasonable expectation is that sand be granular in its composition and governed by the laws of physics in its behaviour. However, for a single PC user, physics-based models are too computationally expensive to simulate and animate in real-time. An alternative is to use computer clusters to handle numerically intensive simulation, but at the loss of single-user affordability and real-time interactivity. Instead, we propose a GPU-based simulation framework that exploits the massive computational parallelism of a modern GPU to achieve interactive frame rates, on a single PC. We base our method on a discrete elements approach that represents each sand granule as a rigid arrangement of particles. Our model shows highly dynamic phenomena, such as splashing and avalanching, as well as static dune formation. Moreover, by utilising standard metrics taken from granular material science, we show that the simulated sand behaves in accordance with previous numerical and experimental research. We also support general rigid bodies in the simulation by automated particle-based sampling of their surfaces. This allows sand to interact naturally with its environment without extensive modification to underlying physics engine. The generality of our physics framework also allows for real-time physically-based rigid body simulation sans sand, as demonstrated in our testing. Finally, we describe an accelerated real-time method for lighting sand that supports both self-shadowing and environmental shadowing effects. DA - 2009 DB - OpenUCT DP - University of Cape Town LK - https://open.uct.ac.za PB - University of Cape Town PY - 2009 T1 - Towards realistic interactive sand : a GPU-based framework TI - Towards realistic interactive sand : a GPU-based framework UR - http://hdl.handle.net/11427/8978 ER - en_ZA
dc.identifier.urihttp://hdl.handle.net/11427/8978
dc.identifier.vancouvercitationLongmore J. Towards realistic interactive sand : a GPU-based framework. [Thesis]. University of Cape Town ,Faculty of Science ,Department of Computer Science, 2009 [cited yyyy month dd]. Available from: http://hdl.handle.net/11427/8978en_ZA
dc.language.isoengen_ZA
dc.publisher.departmentDepartment of Computer Scienceen_ZA
dc.publisher.facultyFaculty of Scienceen_ZA
dc.publisher.institutionUniversity of Cape Town
dc.subject.otherComputer Scienceen_ZA
dc.titleTowards realistic interactive sand : a GPU-based frameworken_ZA
dc.typeMaster Thesis
dc.type.qualificationlevelMasters
dc.type.qualificationnameMScen_ZA
uct.type.filetypeText
uct.type.filetypeImage
uct.type.publicationResearchen_ZA
uct.type.resourceThesisen_ZA
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