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Grant: Engage Plus Grants Program

University of Regina

$12,500.00

Enhanced virtual soil and coal animation

FY 2014-15

Summary
The goal of this project is to enhance software that animates and visualizes volumetric data which is representative of granular substances such as soil and coal. Our overall approach will be similar to that used in our recent project with Serious Labs (Engage Grant). This approach emphasizes a three-dimensional (3D) grid of density values that indicate the amount of material in each part of the scene. With this volumetric approach, the 3D surface can be readily deformed to allow overhangs, caves, and tunnels. The volumetric approach is based on equal-sized 3D elements known as voxels, each of which occupies a small, unique, 3D subspace. Each voxel has an associated mass (or equivalently density, because voxels are equal-sized), which defines the amount of soil or coal occupying its space. To allow these granular substances to move in a physically realistic manner through space, the densities of the voxels will be changed as the software runs. Four features will be added to our approach: slippage, friction, transformation, and voxelization. First, a soil slippage model will be used to simulate the gradual movement of soil down piles and hillsides. We will enhance the soil slippage model to provide faster slipping than available with our current approach while maintaining a fast frame rate. Secondly, a friction model will be used to simulate the motion of the granular substance when it is on top or beside moving equipment. To do so, we will incorporate a voxel-based model of friction between external objects and granular substances. Thirdly, we will add the capability to transform chunks of solid terrain (coal or packed ground) into granular substances in response to impacts from external objects. Finally, we will enhance the speed and flexibility of incorporating complex geometric models, such as construction equipment, into the simulations. To achieve real-time performance, we will perform density movements in parallel by offloading them to the graphics processing unit (GPU) using a general-purpose GPU computing library, such as Microsoft's DirectCompute. We will implement our approach as a stand-alone C++ program.
Program
Engage Plus Grants Program
Location
Saskatchewan, Canada
Recipient Type
Academia
Type
Grant
Source
NSERC's Awards Data

As published

Application id
468307-2014
Name nom
Hamilton, Howard
Department département
Computer Science
Organization id
17
Institution établissement
University of Regina
Province en
Saskatchewan
Province fr
Saskatchewan
Country en
CANADA
Country fr
CANADA
Fiscal year exercice financier
2014
Competition year année de concours
2014
Award amount
12500
Program id
EGP2
Program name en
Engage Plus Grants Program
Program name fr
Programme de subvention d'engagement partenarial Plus
Group en
Research partnerships programs
Group fr
Programmes de partenariat
Committee code
1555
Committee name en
Prairie Internal Decision Committee
Committee name fr
Comité de décision interne pour les Prairies
Area of application code
801
Area of application group en
Information and communication services
Area of application group fr
Services d'information et de télécommunications
Area of application en
Computer software
Area of application fr
Logiciel
Research subject code
2707
Research subject group en
Information technology
Research subject group fr
Technologie de l'information
Research subject en
Graphics
Research subject fr
Infographie
Partie
1
Nb partie
1
Application title
Enhanced virtual soil and coal animation
Keyword
NSERC
Application summary
The goal of this project is to enhance software that animates and visualizes volumetric data which is representative of granular substances such as soil and coal. Our overall approach will be similar to that used in our recent project with Serious Labs (Engage Grant). This approach emphasizes a three-dimensional (3D) grid of density values that indicate the amount of material in each part of the scene. With this volumetric approach, the 3D surface can be readily deformed to allow overhangs, caves, and tunnels. The volumetric approach is based on equal-sized 3D elements known as voxels, each of which occupies a small, unique, 3D subspace. Each voxel has an associated mass (or equivalently density, because voxels are equal-sized), which defines the amount of soil or coal occupying its space. To allow these granular substances to move in a physically realistic manner through space, the densities of the voxels will be changed as the software runs. Four features will be added to our approach: slippage, friction, transformation, and voxelization. First, a soil slippage model will be used to simulate the gradual movement of soil down piles and hillsides. We will enhance the soil slippage model to provide faster slipping than available with our current approach while maintaining a fast frame rate. Secondly, a friction model will be used to simulate the motion of the granular substance when it is on top or beside moving equipment. To do so, we will incorporate a voxel-based model of friction between external objects and granular substances. Thirdly, we will add the capability to transform chunks of solid terrain (coal or packed ground) into granular substances in response to impacts from external objects. Finally, we will enhance the speed and flexibility of incorporating complex geometric models, such as construction equipment, into the simulations. To achieve real-time performance, we will perform density movements in parallel by offloading them to the graphics processing unit (GPU) using a general-purpose GPU computing library, such as Microsoft's DirectCompute. We will implement our approach as a stand-alone C++ program.