M2R 2013-2014 project:
"Procedural generation of details for the realistic real-time rendering of galaxies"

Advisor

Fabrice NEYRET   -   Maverick team, LJK, at INRIA-Montbonnot

Context

The field of Computer Graphics has some Graals such as photorealism with complex light effects and materials, construction and rendering of very detailed scenes, real-time exploration of very large scenes, amplification (beautification) of coarse fluid or light simulations, seamless merging of controled and automatic data, etc. The realistic realtime walk-trough detailed galaxies somehow gathers all of these. Galaxies inter-twin a « fluid » of heterogeneous stars and fractal opaque filaments of dust clouds which hide, semi-hide or are illuminated by star clusters or singular stars.
A key strategy to tackle such mass-based data while preserving real-time and realism is the design of scalable lazy (i.e. minimal) representations and algorithms, able to encode directly the visual phenomenas emerging from the sub-pixel scale. An other one is to generate details on the fly from coarse data and statistical informations.
Our GigaVoxels platform offers a convenient framework for such scalable real-time exploration.

Description of the subject

This subject addresses the second strategy mentioned above, and aims at amplifying our galactic simulation with volumetric details reproducing observations (consisting of statistical descriptions and reference images). In particular, we target dust clouds multiscale shape and its filaments, and the continuous zoom from density to fluctuations, discrete clusters, then discrete stars.
Procedural noise techniques such as Perlin noise and hypertextures are a natural source of inspiration, but do not ensure any conservation of quantities nor offers a transition from continuum to discrete. The expected « noise » model will.


Prerequisites

References