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A study of simulation and representation methods of dust clouds for real-time graphics applications

ABSTRACT: In 3D computer graphics applications, it is often desirable to simulate and visualise the effects of various natural phenomena, such as clouds of dust and smoke. To date, the techniques used in most real-time graphics applications (eg. computer games) for modelling such clouds centre around the use of flat, pre-drawn sprites, layered onto the screen as ‘billboards’. While this can produce an adequate effect, it is not a very realistic representation. We develop and compare some alternative approaches to modelling and rendering a dust cloud, including a particle system approach, and volumetric representations based on a voxel grid and an octree space division method. These are compared on grounds of aesthetic results and performance of the algorithm, and a consideration of the breadth of possibilities for further development and enhancement.