Author Archives: Anthony Head

From Dust – game by Ubisoft

The game below is due for release Spring 2011. Very interesting use of what I’ll call psuedo fluid dynamics. It would appear that by a clever use of texture mapping and scrolling and stretching/warping UV coordinates Ubisoft have managed to … Continue reading

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FIA F1 2010 by Codemasters.

This game’s claim is to the have the most sophisticated weather system in a driving game. The video shows the kind of effects they have. You’ll see rain splashes on the ground, and on the computer screen (camera), fog, spray, … Continue reading

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Extracting cloud data

The image below is a crop from NASA’s 250m resolution TERRA satellite – 2003/163 – 06/12. The crop shows a 40km sample over Somerset, UK (160 x 160px). I’ve already been able to extract the cloud layer from a similar … Continue reading

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3d techniques questions to answer

Volumetric clouds How well can volumetric particle clouds create believable cloud simulations? http://forum.unity3d.com/threads/56878-ParticlClouds-Package-v2-%28Volumetric-Clouds!!% http://forum.unity3d.com/threads/54833-Particle-Cloud-Package?highlight=Particle-Cloud-Package What techniques are required to model the atmosphere believably? e.g. http://staffwww.dcs.shef.ac.uk/people/M.Gamito/atmosphere.html To what extent do clouds that are extracted from satellite data need to portray thermodynamic … Continue reading

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Data Processing Questions to answer.

What area of sky is needed to be modeled height of camera view? I.e. what area of satellite data do I need to extract to model clouds? How effective is using multiple forms of satellite image (infra-red, true colour (visible), … Continue reading

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The Quality of Terrain Data and its affect on believability

Terrain Data The terrain data is a crucial element, as that provides the recognisable element within the simulation. Resolution is the core element to terrain data. Too low a resolution will lead to a landscape that is only recognisable from … Continue reading

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Benefits of first person visualisation

The benefits of first-person weather visualisation depend on a variety of factors. Definition of First Person 3D Visualisation Perspective views in computer graphics, and in particular video games, is referred to as first-person, or 3rd person. This is an extension … Continue reading

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3D Frome – 29/11/10

Here’s my initial attempt at combining some of the Frome dataset into a scene. Utilising two terrains (a high & low quality), as an attempt at improving rendering speed and cutting down on texture size. The screen shots are from … Continue reading

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Data from GetMapping

Following a meeting with Chris Mewse of GetMapping, I am examining some data supplied by them for the purpose of creating a prototype weather system. The data is of two regions, my home town of Frome, Somerset, UK and Mount … Continue reading

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Frome, UK, October 2010

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Stonehenge 2, timelapse, Cumulus clouds

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Stonehenge, September 2010, Clouds Timelapse

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White Mountains 2, New Hampshire, USA, Timelapse, Aug 2010

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White Mountain, New Hampshire, USA, Timelapse, Aug 2010

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Cloudslicing

I’ve been experimenting with a technique to extract height data of clouds from satellite images. The screen shots below show my first attempts. The data is 250m resolution colour satellite image (need to provide link). I’ve been able to extract … Continue reading

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Satellite images of weather

A promising and probably the most accurate understanding of cloud states (on a global scale) is the studying and extraction of cloud formations from satellite images. Satellites such as EUMETSAT are regularly recording the earth and publishing images to the … Continue reading

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Harris methods for realtime clouds

I’ve been gathering papers on realtime weather simulation, and one of the best attempts at cloud simulation appears to be that of Mark Harris’s PhD Thesis and further work from 2002 onwards. Harris, M Realtime Cloud Rendering for Games. His … Continue reading

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Water

For a while now I’ve been using water in my Light Years Coast work. Initially, this was using simple reflective water. I then developed a technique that used a reflective plane (daylight water), with a refractive plane on top, the … Continue reading

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Skyboxes

Having previously used domes as a means to display distant sky, I am now investigating the use of blended skyboxes. Skyboxes allow the use of up to six textures to create a seamless sky. However, there usual limitations are that … Continue reading

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Method for rendering clouds.

Some ideas for rendering clouds. Use spheres (or bell shapes), to render light on clouds. Either: 1) Z buffer slice image and place particle systems 2) render each individual sphere as a particle mesh, with lighting dictated by lighting on … Continue reading

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