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Real-time snow simulation with compression and thermodynamics
Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
Blekinge Institute of Technology, Faculty of Computing, Department of Software Engineering.
2017 (English)Independent thesis Advanced level (professional degree), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

Background: Snow simulation can be used to increase the visual experience in applications such as games. Previously, snow has been simulated in real-time through two-dimensional grid based methods, which limits itself in the aspect of dynamic interactions. To widen the scope of what games current game engines can produce, an approach to simulating the behavior of snow with non-recoverable compression and phase transition is proposed.

Objective: The objective of this thesis is to construct a particle simulation model to simulate the behaviors of snow in regards to compression and phase transition in real-time. The solution is limited to the behavior of deposited snow, and will therefore not consider the aspect of snowfall and realistic visualization.

Method: The method consists of a particle simulation with incorporated functionality of compression and thermodynamics. Test cases based on compression, phase transition and performance have been conducted.

Results and Conclusions: The results show that the model captures phase transition with the phases of snow, ice, and water. Compression by external forces and self-weight is also captured, but with missing behavior in terms of bond creation between grains. Performance measurements indicates that the simulation is applicable for real-time applications. It is concluded that the approach is a good stepping stone for future improvements of snow simulation.

Abstract [sv]

Bakgrund: Snösimulering kan användas för att öka den visuella upplevelsen i applikationer såsom spel. Tidigare har simulering i realtid gjorts genom tvådimensionella rutnätsmetoder, vilka begränsar den dynamiska interaktionsaspekten. För att bredda omfattningen av vilka spel aktuella spelmotorer kan producera föreslås en metod för att simulera beteendet av snö med icke-återhämtande kompression och fasövergång.

Syfte: Syftet med denna avhandling är att konstruera en partikel-simuleringsmodell för att simulera beteendet av snö i förhållande till kompression och fasövergång i realtid. Lösningen är begränsad till ackumulerad snö, och tar därmed inte upp snöfallaspeketen och realistisk visualisering.

Metod: Metoden består av en partikel-simuleringsmetod med inbyggd funktionalitet av kompression och termodynamik. Testfall baserade på kompression, fasövergång och prestanda har utförts.

Resultat och Slutsatser: Resultaten visar att fasövergång fångas av modellen med faser av snö, is och vatten. Kompression av självvikt samt externa krafter har också fångats, dock med saknat beteende av bandskapande mellan snökorn. Prestandamätningar indikerar att simuleringen är lämplig för realtidsapplikationer. Slutsatsen är att tillvägagångssättet är ett steg i rätt riktning inför framtida implementationer av snösimulering.

Place, publisher, year, edition, pages
2017. , p. 45
Keywords [en]
Real-time Simulation, Snow, Discrete Element Method, Computer Graphics
Keywords [sv]
Realtidssimulering, Snö, Diskreta Element-metoden, Datorgrafik
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:bth-14793OAI: oai:DiVA.org:bth-14793DiVA, id: diva2:1118073
Subject / course
Degree Project in Master of Science in Engineering 30.0
Educational program
PAACI Master of Science in Game and Software Engineering
Supervisors
Examiners
Available from: 2017-06-30 Created: 2017-06-29 Last updated: 2022-05-12Bibliographically approved

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