Skip to main content
Log in

Environment modeling in a flight simulator

  • Published:
Programming and Computer Software Aims and scope Submit manuscript

Abstract

An approach is proposed to the height and displacement maps normalization from the spectra described by J. Tessendorf. Techniques are considered to avoid some rendering artefacts with projected grids when the viewer is (1) far from the origin of a coordinate system and (2) near the waterline. Modeling and lighting of the water surface is described. Techniques based on volumetric models using screen-space raytracing for rendering various atmospheric effects (clouds, fog, rain, snow, etc.) are proposed. Approaches to implementing these techniques applicable to a wide range of real-time applications are described.

This is a preview of subscription content, log in via an institution to check access.

Access this article

Price excludes VAT (USA)
Tax calculation will be finalised during checkout.

Instant access to the full article PDF.

Similar content being viewed by others

References

  1. Frechot, J., Realistic simulation of ocean surface using wave spectra, Proc. 1st Int. Conf. Comput. Graph. Theory Appl. (GRAPP), 2006, vol. 4, pp. 76–83.

    Google Scholar 

  2. Hinsinger, D., Neyret, F., and Cani, M.-P.M., Interactive animation of ocean waves, Symp. Comput. Animat., 2002, vol. 46, pp. 5471–5481.

    Google Scholar 

  3. Jensen, L.S. and Golias, R., Deep-water animation and rendering. http://www.gamasutra.com/gdce/2001/jensen/ jensen_03.htm.

  4. Tessendorf, J., Simulating ocean water, Environment, 2001, vol. 2, pp. 1–19.

    Google Scholar 

  5. Yang, X. et al., GPU-based real-time simulation and rendering of unbounded ocean surface, Proc. 9th Int. Conf. Comput. Aided Des. Comput. Graph., 2005, vol. 1, pp. 428–433.

    Article  Google Scholar 

  6. Kryachko, Y., Using vertex texture displacement for realistic water rendering, GPU Gems, 2005, vol. 2, pp. 283–294.

    Google Scholar 

  7. Chiu, Y.F. and Chang, C.F., GPU-based ocean rendering, Proc. IEEE Int. Conf. Multimedia and Expo (ICME), 2006, pp. 2125–2128.

    Google Scholar 

  8. Johanson, C., Real-time water rendering, Master of Science Thesis, Lund Univ., 2004.

    Google Scholar 

  9. Ross, V., Dion, D., and Potvin, G., Detailed analytical approach to the Gaussian surface bidirectional reflectance distribution function specular component applied to the sea surface, J. Opt. Soc. Am. A, 2005, vol. 22, no. 11, pp. 2442–2453.

    Article  Google Scholar 

  10. Premoze, S. and Ashikhmin, M., Rendering natural waters, Comput. Graphics Forum, 2001, vol. 20, no. 4, pp. 189–199.

    Article  MATH  Google Scholar 

  11. Iwasaki, K., Dobashi, Y., and Nishita, T., Efficient rendering of optical effects within water using graphics hardware, Proc. 9th Pacific Conf. Comput. Graph. Appl. Pacific Graph, 2001, pp. 374–383.

    Chapter  Google Scholar 

  12. Hu, Y., et al., Realistic, real-time rendering of ocean waves, Comput. Animat. Virtual Worlds, 2006, vol. 17, no. 1, pp. 59–67.

    Article  Google Scholar 

  13. Wang, N., Realistic and fast cloud rendering, J. Graph. Tools, 2004, vol. 9, pp. 21–40.

    Article  Google Scholar 

  14. Wenzel, C., Real-time atmospheric effects in games. http://amd-dev.wpengine.netdna-cdn.com/wordpress /media/2012/10/Wenzel-Real-time_Atmospheric_E_ ects_in_Games.pdf.

  15. Harris, M.J. and Lastra, A., Real-time cloud rendering, Comput. Graphics Forum, 2001, vol. 20, pp. 76–85.

    Article  Google Scholar 

  16. Kajiya J.T. and Von Herzen, B.P., Ray tracing volume densities, ACM SIGGRAPH Comput. Graphics, 1984, vol. 18, pp. 165–174.

    Article  Google Scholar 

  17. Engel, K. et al., Real-time volume graphics, Proc. Conf. SIGGRAPH, 2004.

    Google Scholar 

  18. Phillips, O.M., On the generation of waves by turbulent wind, J. Fluid Mech, 1957, vol. 2, no. 3, pp. 417–445.

    Article  MathSciNet  MATH  Google Scholar 

  19. Mahsman, J.D., Projective grid mapping for planetary terrain, Master of Science (Comput. Sci.) Thesis, Reno: Univ. of Nevada, 2010.

    Google Scholar 

  20. Bouws, E., Draper, L., Laing, A.K., et al., Guide to Wave Analysis and Forecasting, Genewa: WMO, 1998.

    Google Scholar 

  21. Rodriguez, O.C. et al., Modeling arrival scattering due to surface roughness, Proc. 10th Eur. Conf. Underwater Acoustics, 2010, pp. 1–8.

    Google Scholar 

  22. Schlick, C., An inexpensive BRDF model for physically- based rendering, Comput. Graphics Forum, 1994, vol. 13, no. 3, pp. 233–246.

    Article  Google Scholar 

  23. Shishkovtsov, O., Deferred shading in stalker, GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation, 2005, vol. 2, pp. 143–166.

    Google Scholar 

  24. Tevs, A., Ihrke, I., and Seidel, H.-P., Maximum mipmaps for fast, accurate, and scalable dynamic height field rendering, Proc. Symp. Interact. 3D Graph. Games (SI3D), 2008, pp. 183–190.

    Google Scholar 

  25. Bruneton, E., Neyret, F., and Holzschuch, N., Realtime realistic ocean lighting using seamless transitions from geometry to BRDF, Comput. Graphics Forum, 2010, vol. 29, no. 2, pp. 487–496.

    Article  Google Scholar 

  26. O'Neil, S., Accurate atmospheric scattering, GPU Gems, 2005, vol. 2, pp. 253–268.

    Google Scholar 

  27. Nielsen, R.S., Real Time Rendering of Atmospheric Scattering Effects for Flight Simulators, Lyngby: Technical University of Denmark, 2003.

    Google Scholar 

  28. Miyazaki, R., Dobashi, Y., and Nishita, T., Simulation of cumuliform clouds based on computational fluid dynamics, Proc. Eurographics, 2002, pp. 405–410.

    Google Scholar 

  29. Dobashi, Y., Nishita, T., and Yamamoto, T., Interactive rendering of atmospheric scattering effects using graphics hardware, Proc. ACM SIGGRAPH/EUROGRAPHICS Conf. Graphics Hardware, 2002, vol. 2, pp. 99–108.

    Google Scholar 

  30. Bruneton, E. and Neyret, F., Precomputed atmospheric scattering, Computer Graphics Forum, 2008, vol. 27, no. 4, pp. 1079–1086.

    Article  Google Scholar 

  31. Nishita, T. and Sirai, T., Display of the Earth taking into account atmospheric scattering, Proc. Special Interest Group on Graphics and Interactive Techniques (SIGGRAPH), 1993, pp. 175–182.

    Google Scholar 

  32. Bouthors, A. et al., Interactive multiple anisotropic scattering in clouds, Proc. ACM Symp. on Interactive 3D Graphics and Games, 2008, pp. 173–182.

    Google Scholar 

  33. Bouthors, A., Neyret, F., and Lefebvre, S., Real-time realistic illumination and shading of stratiform clouds, Proc. Eurographics Workshop on Natural Phenomena, Vienna, 2006, pp. 1–10.

    Google Scholar 

  34. Wrenninge, M. and Zafar, N.B., Production volume rendering fundamentals, Proc. Special Interest Group on Graphics and Interactive Techniques (SIGGRAPH), 2011, p. 71.

    Google Scholar 

  35. Microsoft Corporation, Microsoft Flight Simulator. https://www.microsoft.com/Products/Games/FSInsider/ product/Pages.

  36. X-Plane. http://www.x-plane.com.

  37. FlightGear Flight Simulator. http://www.flightgear. org.

  38. Schneider, A., The real-time volumetric cloudscapes of Horizon: Zero Dawn, Proc. SIGGRAPH, 2015.

    Google Scholar 

  39. Tatarchuk, N. and Isidoro, J., Artist-directable realtime rain rendering in city environments, Natural Phenomena, 2006, pp. 61–73.

    Google Scholar 

  40. Tariq, S., Rain. http://developer.download.nvidia.com /whitepapers/2007/SDK10/RainSDKWhitePaper.pdf.

  41. Rousseau, P., Jolivet, V., and Ghazanfarpour, D., Realistic real-time rain rendering, Comput. Graphics, 2006, vol. 30, no. 4, pp. 507–518.

    Article  Google Scholar 

  42. Game environments, Part B: Rain. https://www. fxguide.com/featured/game-environments-partb.

  43. Wang, N. and Wade, B., Rendering falling rain and snow, Proc. Special Interest Group on Graphics and Interactive Techniques (SIGGRAPH), 2004, p. 14.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to R. V. Sapronov.

Additional information

Original Russian Text © R.V. Sapronov, 2017, published in Programmirovanie, 2017, Vol. 43, No. 4.

Rights and permissions

Reprints and permissions

About this article

Check for updates. Verify currency and authenticity via CrossMark

Cite this article

Sapronov, R.V. Environment modeling in a flight simulator. Program Comput Soft 43, 234–242 (2017). https://doi.org/10.1134/S0361768817040089

Download citation

  • Received:

  • Published:

  • Issue Date:

  • DOI: https://doi.org/10.1134/S0361768817040089

Navigation