Weathering and debris simulation on high-resolution voxel scenes
M. Kuijpers (TU Delft - Electrical Engineering, Mathematics and Computer Science)
E. Eisemann – Mentor (TU Delft - Computer Graphics and Visualisation)
Y.M. Dijkstra – Graduation committee member (TU Delft - Mathematical Physics)
M. Billeter – Graduation committee member (University of Leeds)
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Abstract
Voxels are cells on a 3D regular grid. Voxel-based scenes have many applications, including frequent use in simulations or games. Over the years, the field of high-resolution voxel scenes has progressed significantly, allowing for compressing and real-time editing of high-resolution scenes. This possibility of editing high-resolution scenes led to various editing tools. This thesis aims to expand this set of tools with a focus on more complex simulation-based solutions. We explored the field of terrain weathering and decided on a spheroidal weathering tool to perform weathering on voxel-based scenes. One of the existing limitations of this particular method was that it did not account for debris simulation. We ultimately decided to add a granular simulation using a layer-based approach that integrates with the weathering tool but is also able to function in a standalone manner.
This thesis presents three highly-customizable editing tools for voxel-based scenes: spheroidal weathering, granular simulation, and a combined tool that enables weathering with debris simulation. These tools are integrated into the HashDAG framework, which is a high-resolution voxel-grid method building upon a directed acyclic graph representation of a sparse voxel octree. Our solutions enable close to real-time editing for changes with a smaller regional support. There is room for improvement in terms of performance at scale, with various potential ideas presented in the future work section.