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 Nature in computer graphics
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It looks incomplete to me, are you still working on it? Where are the many other aspects of nature like lava, nebulae, earthquakes, hurricanes, and the list follows...

>> In summation: this paper has educate the reader on what needs to be done and not on the how thereof.

"and not"? I don't think there is only one way, and there shouldn't. You can teach people where are the useful techniques to simulate nature, or which one is better and why, but you can't tell them what to choose. You hear me, don't do it! lol :D

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I don't get it. Is this his proposal? This definitely is not a complete article/tutorial/paper or whatever you want to call it. Nothing in this article is original or is something you can't either think of yourself or read some short internet tutorial on. That is, assuming the information presented here needs any sort of explanation.

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I am very surprised this was published... what can I say? It looks more like a blank template for a research paper than an article.

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I think "Nature in computer graphics" is such an immense and huge chapter in graphics programming that you can't easily sum it up in a small paper like this.

It is a nice article or overview on some techniques but I would not call it a (scientific) paper on "Nature computer graphics".

Anayways I enjoyed reading it and the citations invite for further reading on the themes mentioned.

Greetings
Jan :)


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The link on the front page leads to the last page. And yes, it's a little vague.

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Very interesting subject that deserves a more thorough examination than this. Like others said, this is an outline at best. The references are nearly as long as the essay! But expand on it and I would read more...

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I think it's really important when talking about rendering nature to decide if you are wanting to render a small area, or a large area. Small areas can be artistically created and work with engine limitations on terrain size, number of objects that can be rendered and so on. But if you want to render nature in large areas (think 100x100 kilometers (or more)), then it becomes a whole new problem. You can't honestly manage a database or "world file" with every tree and object manually set or precalculated for example.

When it comes to trees in particular, I'm currently working on a project at Oregon State University (see http://www.fsl.orst.edu/lemma/gnnviz/index.php) and the real issue is not how to draw a pretty tree or an accurate tree - it's how to draw MILLIONS of trees. How do you handle a map where in real life, there may average 10-20 thousand trees in an area 100 by 100 meters. And do this for areas covering many kilometers across.

It ends up being a massively hard problem, and the truth is you just can't manage the number of trees in a game map that really do exist in real life. Instead you have to do things like only render tree models in the region of the player, and use terrain textures when the area being rendered is too far away to actually render a tree model. Parallax textures for example work to create the surface characteristics of a forest canopy (think like seeing profiles of trees on a forested ridge for example). But you need real tree models when you view the forest close up.

Anyway, kudos to the author for starting the conversation - it's one I'm personally interested in.

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Thanks for all the comments.

Yes I agree that it is vague and doesn't say much ;). It was written in my third year at university for a stupid little course called Trends in IT. We had to write a survey and this is what I ended up with.

So it was never intended to be some huge academic masterpiece though I myself DID learn quite a lot while writing it.

I do however hope that, incomplete as it may be, you have read something that might have tickled your interest a little.

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Quote:
Original post by Degorath
I do however hope that, incomplete as it may be, you have read something that might have tickled your interest a little.

Pretty much the point of my posting it. It's certainly not an article that most people can walk away from with useful information, but I'm never interested in only satisfying everybody with one article. So don't knock it just because you don't find it useful or don't think anyone else will.
Quote:
Original post by Gaenor
The link on the front page leads to the last page.

Eh?

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Although not very thorough, it was a decent quick overview of a few techniques. However its "pièce de résistance," at least for me, is its great list of references, including several I haven't yet seen, so thank you for posting it.

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Working in a research team focused on computer graphics for natural objects, I could not pass this article without commenting.
If this is intended to be a survey or state of the art, there is a gaping void in the references. I won't rewrite it, but here is a very quick list of papers that could have been cited (absolutely not exhaustive and very partial):

- Trees
* P. Decaudin, F. Neyret. Rendering Forest Scenes in Real-Time
* G. Gilet, A. Meyer, F. Neyret. Point-based rendering of trees

- Water
* D. Hinsinger, F. Neyret, M-P. Cani. Interactive Animation of Ocean Waves

- Clouds and smoke
* A. Bouthors, F. Neyret, S. Lefebvre. Real-time realistic illumination and shading of stratiform clouds
* A. Angelidis, F. Neyret, K. Singh, D. Nowrouzezahrai. A Controllable, Fast and Stable Basis for Vortex Based Smoke Simulation


This is just some of our works, which itself is only a small subset of what is done in computer graphics research. For those who want more, I definitely encourage you to check the SIGGRAPH and Eurographics Courses and State of the Art. If these are not always available on-line, you can find papers on the web pages of their authors.

A.

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Also I like to point out there one can also do cloud rendering based on simulation of fluid dynamics.

Check out Mark Harris' page:

http://www.markmark.net/

The method used to numerically approximate the Navier-Stokes equations first came up in a paper by Stam:

http://www.google.com/search?hl=en&q=%22stable+fluids%22&btnG=Search

Of course this method may not be suited for simulation of a large area. But it's something interesting to play with.






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I'm just pointing out some more links.

I think your article is great! Great info! More information is better than less information.

:)

I defintely found some interesting links in your articles. Thanks!



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:) No probs.

Yeah I checked some of them out. Some good stuff there

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Evidently this is article only provides a cursory explanation of Nature in graphics judging by others' responses. However, since I am new to nature simulation, this is a nice introduction and I am thankful that it was posted. It may not be for everyone, but I enjoyed it and probably those less experienced did too.

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