ABSTRACT

The composition of detailed textures, facilitating weathered and aged looks, is an everyday task for content artists in game and movie production. Examples of aged scenes are shown in Figure 3.1. In the process of meticulously editing textures, each inaccuracy or later change in the scenery can cause implausibility and quickly break the immersion. Therefore, interactively steerable, automatic simulations that favor the plausibility of aging effects, caused by interacting objects, e.g., dripping of rust, are vitally needed. This chapter describes implementation details of a GPU-assisted material aging simulation, which is based on customizable aging rules and material transport through particles. The chapter is based on

our paper [Gu¨nther et al. 12], where further results and discussions can be found. The simulation machinery is partly CUDA-based and partly rasterization-based to exploit the advantages of both sides. In fact, it is driven by an interplay of a number of modern GPU features, including GPU ray tracing, dynamic shader linkage, tessellation, geometry shaders, rasterization-based splatting and transform feedback, which are described in the following.