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Real-Time Snow Simulation - Integrating Weather Data and Cloud Rendering

Schmid, Thomas Martin
Master thesis
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URI
http://hdl.handle.net/11250/2418700
Date
2016
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Abstract
Over the last decade the NTNU Heterogenous Computing Labratory (HPC-Lab) at the

Norwegian University of Science and Technology (NTNU) has had master students work-

ing on a real-time snow simulator. Evolving from a complex and highly parallell Central

Processing Unit (CPU) smoke simulation, the simulator now covers models for wind sim-

ulation, snow particle physics, and avalanche prediction all computed in parallel on both

CPU and Graphics Processing Unit (GPU) using Open Computing Language (OpenCL)

or Compute Unified Device Architecture (CUDA). The resulting simulation is rendered

using modern techniques and Open Graphics Library (OpenGL).

In this thesis, the wind and in-air snow simulation are improved by removing and re-

ducing simplifications and assumptions. By extending control of the boundary conditions

and initial distributions, simulations can be run with external context such as real-world

weather information.

The simulation boundary conditions are extended to support interpolation between

ground-truth points, and a simple, yet novel approach is introduced for selecting interpo-

lation weights. The interpolation cost is shown to be less than 2ms more than for constant

values in the worst case, for a frame time of 26ms, and at less than 1ms of additional load-

ing time. The neighborhood calculation time is smaller than the time to load ground thruth

points from disk. Snow precipitation rates across the simulation domain are controllable

from animated data-sets or procedural functions, allowing the use of radar imaging as a

source of simulation data. The additional cost of the rejection sampling is shown to be

negligible for reasonable configuration values.

To help visualize the precipitation rates cloud rendering is introduced to the simula-

tor. While previous work focused on terrain and snow particles, the sky was simplified.

Animated clouds are shown to be a computationally costly, but affordable, addition to the

simulator, improving the quality of the rendered images. The run-time cost of high quality

clouds is shown to a frame time increase of less than 50% at typical camera positions,

and even last-generation mid-range GPUs maintain frame-rates of over 30HZ. High-end

consumer GPUs maintain over 30HZ even in worst-case scenarios and almost 60HZ in

normal use.

Finally, the choice of Pseudo-Random Number Generator (PRNG) on both the CPU

and GPU are re-evaluated. A change is made necessary to support varied precipitation

rates, but also improves the statistical properties of the simulation. The performance cost

of the improvement is shown to be negligible at less than a 5% increase in run-time of the

CUDA version of the snow particle update kernel.
Publisher
NTNU

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