mue 발표자료 박동규조미리나

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An Interactive Fire Animation on a Mobile Environment DongGyu Park, SangHyuk Woo, MiRiNa Jo Dept. of Information and Communications Engineering, Changwon National University DoHoon Lee Research Institute of Computer Information and Communication, Pusan National University

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Page 1: Mue 발표자료 박동규조미리나

An Interactive Fire Animation on a Mobile Environment

DongGyu Park, SangHyuk Woo, MiRiNa JoDept. of Information and Communications Engineering, Changwon National UniversityDoHoon LeeResearch Institute of Computer Information and Communication, Pusan National University

Page 2: Mue 발표자료 박동규조미리나

Motivation and Contribution• Fluid simulation

– Physics based on realistic animations of water, smoke, explosions, and related phenomena

• Advances in the mobile handset– The development of mobile hardware has accelerated.– The mobile handset which can process 4 million polygons.– Expected that the fluid simulation will be possible.

• Physics based models in Mobile Game– As PC games are converted to mobile, we expect that

physically based modeling will be implemented in mobile environment.

Page 3: Mue 발표자료 박동규조미리나

Introduction-Mobile hardware• Display

– Small screen– 48x84 1bit pixel ->

320x240, 256 pixel(WIPI minimum requirement)

• Mobile Chipset– ARM 9 family : 200 Mhz– ARM 10 family : 400 ~ 600

Mhz– ARM 11 family : 400Mhz ~

1Ghz processor for Smart phone

• Small Memory size

Page 4: Mue 발표자료 박동규조미리나

Introduction-Mobile 3D API• OpenGL-ES

– Low-level Graphic API– Widely adopted stan-

dard for Mobile device– Most OS’s, thousands of

applications– A foundation for high

level APIs• OpenInventor, Java3D,

game engines.

• JSR-184– Java Standardization

Request(JSR)– Mobile 3D Graphics API

for J2ME

Page 5: Mue 발표자료 박동규조미리나

WIPI & NF3D• WIPI(Wireless Internet Platform for Interop-

erability)– Standard wireless platform in Korea

• About NF3D– Mobile 3D API based on OpenGL-ES– Support 3D camera, object handling functions

Page 6: Mue 발표자료 박동규조미리나

Fire simulation on Mobile Games

• Mobile Game – “Rupee Story”– 3D adventure games– Interactive fire simulation on realtime game– WIPI + NF3D API

Page 7: Mue 발표자료 박동규조미리나

Navier-Stokes Equation• NS Equation describes the flow of fluid. • The sum of inflow and outflow is 0. (Conservation of mass)• Conservation of momentum

– u : velocity vector field– t : time step– : fluid density– p : fluid pressure– v : coefficient of viscosity – f : external force

fu1

u)u(u

0u

2

p

t

fu1

u)u(u

0u

2

p

t Advec-tion Pres-

sure

Dif-fuse

External force

Page 8: Mue 발표자료 박동규조미리나

Stable Fluid Solver• Stable Navier-Stokes Solver

– Analysis of evaluating solution is difficult.• Evaluate approximation Solution using numerical method

– Finite difference : Having instability that don’t conver-gence quickly.

• When the time interval is large, it is unstable.• the fluid velocity, we must use a small time interval

– Stable Fluid• Semi-Lagrangian : the method of getting velocity by back

tracking to the particle of current cell• Can tolerate the use of larger-than-desired time intervals

Page 9: Mue 발표자료 박동규조미리나

Fire simulation• Fire consists of the components: Fuel, Oxy-

gen, Heat, Inert gas– Fuel + Oxygen      Heat + Waste– If there is insufficient oxygen and fuel , the fire makes

smoke.• Physical phenomena around the fire

– As temperature rises, the surrounding air(smoke) has ris-ing force

– As the air moves away from the source of fire, the tem-perature goes fall down

Page 10: Mue 발표자료 박동규조미리나

Fire simulation• Fire and smoke can be simulated by using

buoyancy force and cooling factor – Buoyancy force

• This can raise high temperature of gaseous.– Cooling factor

• As fire and smoke go away from the energy source, the temperature goes down.

• The temperate goes fall down by certain ratio and is conducted to neighbor cells

• We can draw the color of fire and smoke based on its temperature.

Page 11: Mue 발표자료 박동규조미리나

Interaction• Use the external force term in NS equation.• When the game character approaches to the

fire, external force affect the velocity field. • Interaction for various effects.

– Perturbing the flame and scattering smoke.

Apply external forces for interaction

Page 12: Mue 발표자료 박동규조미리나

Coloring the Fire and Smoke• The temperature(wavelength) of the fire de-

termines the color of the flame.• As the temperature increases; the color

changes from red, green (yellow), blue and white– EX) As the temperature changes, the color of the flame is

not same on burning tree.

850 ℃

1100 ℃

1500 ℃

Low temperature

High temperature

Page 13: Mue 발표자료 박동규조미리나

Coloring the Fire and Smoke• The temperature of the fire determines the

color of the flame.• Set the standard temperature

– Separate fire and smoke by specific temperature• Define the temperature value of grid cell for

simulation– Float value between 0 and 1– To use RGB color system for coloring flame and smoke– Set five basic colors: linear interpolation of assigned col-

orsLinear interpolationLinear interpolation

Low temperature

High temperature

< The color of the flame >

Page 14: Mue 발표자료 박동규조미리나

Billboard• Orienting the polygon based on the view di-

rection– Two dimensional animated texture maps– As the view changes, the orientation of the polygon change– Using to show complex geometry model as one image

• EX) tree, cloud– Alpha texturing + Fire animation explosion and smoke ef-

fect

Simulated billboard on Mobile 3DSimulated billboard on PC

Page 15: Mue 발표자료 박동규조미리나

Billboard• Using fixed point operation of NF3D • Using off-screen buffer

– Save simulation result to off-screen buffer– Copy it as image– Texturing on billboard– White background process alpha blending transparently

128

12

8

Off-screen buffer

Image

Billboard

128

12

8

Off-screen buffer

Image

Billboard

Page 16: Mue 발표자료 박동규조미리나

Billboard• Using alpha blending

– Control transparency of Billboard– Specified color is complete clearness

(a) does not apply alpha blending

(b) apply al-pha blending (50%)

(b) erased original white background and apply al-pha blending

Page 17: Mue 발표자료 박동규조미리나

Implementation• The simulation are applied on our mobile 3D

game “Rupee Story”• Real-time Interaction with Game Characters,

demo

Page 18: Mue 발표자료 박동규조미리나

Performances• NF3D supports Frame per second check func-

tion• Tested on emulator and FPS(Frame Per Sec-

ond) check functionSimulation and rendering results

0

5

10

15

20

25

30

32*32 48*48 64*64 96*96 128*128

Simulation grid

FP

S

Page 19: Mue 발표자료 박동규조미리나

Performances• The change of billboard refreshment period

– According to importance of game and fluid simulation• The change of simulation grid size

– Simulation speed is depend on the size of the grid– For realtime game application we should have to find ap-

propriate grid size– By an experiment, 64*64 grid size is good for our realtime

game application

Page 20: Mue 발표자료 박동규조미리나

Conclusions and Future Works• Physically based model for animating and render-

ing fire and smoke with using billboard technique on a mobile environment.

• We demonstrated that this model could be used to produce realistic looking fire and smoke animation and plausible realtime interaction for mobile games.

• More realistic fluid effect on new mobile 3D plat-forms

• Implement water and ocean effects on mobile plat-forms

• Implement with level-set methods that are very ef-fective methods for tracking fluid surfaces.

Page 21: Mue 발표자료 박동규조미리나

Thank you