COMP 870 - Project


Aims | Current state | Simulation results and Discussion | Source code and binaries | References | email: golas at cs dot unc dot edu |

This project had the following aim:


Current state:

I have implemented a renderer that can take a .OBJ mesh and render it if it was covered with sand. The inspiration for this was taken from the SIGGRAPH sketch “Rendering Tons of Sand” which discussed doing this for the movie Spiderman 3.

Implementation details:

The renderer works by sampling points on the surface of a mesh and rendering them using Renderman. I used a version of the 3Delight v7 Renderman compliant renderer. The implementation details are covered in the project report.

Other Comments:

Still to do:

·         Add better LOD to include mesh models to LOD in addition to particles

·         Use better point sampling and advanced point balancing using concepts from “Particle-Based Simulation of Granular Materials” by Bell et. al

·         Implement a “true” DSO based procedural renderer that is efficient too


Simulation results and Discussion:

I tried rendering 2 models, one is the regularly available Laughing Buddha model by Stanford, and the other is a scanned model of my face, courtesy the nice people in Paul Debevec’s group at the Institute of Creative Technologies, and their nice LightStage.


The face is inspired by Sandman from Spiderman 3. The render suffers a bit from the line artifacts in the scanned face model. Sample videos of the above renders are also available:

The last example video is from a simulation based on my own implementation of Zhu et al.'s sand simulator. I have posted videos with extra points generated using a multiplier with values 1, 10, and 50. A comparison of the effect of the multiplier can be seen below.

Simulation based rendering

Obviously, I reserve the rights to my face J

As a reference, I include the original picture:


SandMan in Spiderman 3 (Copyright Sony Pictures)

As is quite clear, I can’t match up to movie studio quality yet, but it’s decent enough, considering I only rendered things as points, and did not use any pebble or sand grain meshes.


Source code and binaries:

* Copyrights of their respective owners




Site last updated: Monday, September 7, 2009 5:32 AM