a 3d visualization system of storm-surge...
TRANSCRIPT
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A 3D Visualization System of Storm-Surge
Flooding
Keqi Zhang, Shu-Ching Chen, Peter Singh, Khalid Saleem, Na Zhao
Apresentação: Rui Pereira (28572), Ricardo Oliveira (28574)
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Objectivos
• ambiente de visualização 3D representando terrenos, edifícios, infraestruturas, vegetação e oceano
• um módulo de animação para inundações e ondas
• um modelo de tempestade de alta-resolução como base para animação das inundações
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Como?!
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Construção
•baseada em VTP (Virtual Terrain Project): ferramentas para modelar o mundo real de forma interactiva e tridimensional
•usando OpenGL
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Ambiente de Visualização 3D
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Infraestruturas e árvores
• VTP só pode ler modelos digitais de terrenos e fichiros GIS (Geographical Information System)
• no entanto providencia suporte de leitura de ficheiros .3DS (VTP C++ API)
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Texturas obtidas através de fotografias aéreas e terrestres
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Ambiente de visualização
• Modelos importados para o VTP para gerar o ambiente sintético 3D as bibliotecas C++ e as APIs de OpenGL
• VTP suporta navegação pelo ambiente
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Módulo de Animação
• Inundação e ondas;
• Nuvem, chuva e relâmpagos;
• Árvores;
• Destroços;
• Veículos
• Som 3D
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Inundação e Ondas• Simular nível da água é fácil
• Problema na simulação de ondas
• modelos numéricos existem mas são computacionalmente pesados
• usado modelo simplificado baseado apenas em águas profundas
• Modificações na velocidade/direcção do vento traduzem-se em alterações na animação
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Nuvens, chuva e relâmpagos
• Chuva: usado um particle engine
• Relâmpagos: animados alterando aleatoriamente profundidade a cada um
• 2 padrões de nuvens: Céu normal/ Céu de tempestade
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Árvores
• Billboard model
• Velocidade e direcção do vento determinam a magnitude e a direcção do movimento das árvores
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Destroços
• Open Dynamics Engine + VTP
• Animação controlada pela velocidade e direcção do vento
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Veículos
• Modelos .3DS
• Veículos que circulam à chuva causam salpicos e deixam um rasto de água
• VTP usado para animar movimento dos carros debaixo de chuva
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Som 3D
• Animação sonora: OpenAL (Open Audio Library: estilo da API e convenções parecidos com OpenGL)
• Som de ondas e vento
• Som de trovões e chuva
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Conclusões
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• Visualizar e animar objectos 3D é computacionalmente pesado
• Dificuldades em renderizar visualização de grande-escala (mais de alguns kms)
• Algoritmos de pirâmide precisam de ser introduzidos para comprimir componentes para animações de grande escala
• Sistema de tempo-real limita o detalhe do ambiente
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Modelo de tempestade
• Melhoramento do National Oceanic and Atmospheric Administration's Slosh model, que permite refinar a resolução espacial do modelo de tempestade do quilómetro para a escala de centenas de metros.