3d visualization fortsunami disaster

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    00000380013D visualization for tsunami d i i r MejuwinerRimus.

    3D VISUALIZATION FOR TSUNAMI DISASTER

    This report is submitted in partial fulfillment o f the requirement for the Bachelor ofInformation and CommunicationTechnology (Interactive Media)

    FACULTY OF COMPUTER SCIENCEKOLEJ UNIVERSITI TEKNIKAL KEBANGSAAN MALAYSIA2005

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    ABSTRACT

    This project is about the visualization for tsunami disaster. It will be developed withthe combination of 2D and 3D techniques. However, 75% of its content will be 3Dvisualization to visualize how tsunami occurs beneath the sea. Another 20% will consistof 2D animation to visualize the level of earthquake at different level measured inRichter scale. Finally the other 5% left will conclude a photo gallery and a few amateurfootages during tsunami disaster. Most of the content is developed using 3D modelingtechniques and tools especially 3D MAX studio and some plug-ins to support somevisual effects. The water particle system will be the focus to consider during thedevelopment. This part will be rendered in 3D movie format. The 2D paths will bedeveloped using Flash Professional Edition, especially to design the interfaces, creatingbuttons and the animation. The photo gallery will consist of the photos taken during thedisaster. The development of this application will contribute to the educational purposedand to make the public know how tsunami happened by using the 3D and2D techniquesapproach The focus will be on 3D element because of the advantages of this techniquescomparing to 2D techniques. It provides a few interactions with the user, whereas theuser has to select an appropriate button to view their selection. The content is based onthe data of the latest tsunami phenomenon that occurs last year in Sumatra. Theapplication will be probably easier to use and will be away from the traffic problem thatusually occurs on network and the problem related to resolution the size of the 3D files.It will come out with an interactive interface designed in Flash environment and havethe element for a user- friendly designed.

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    ABSTRAK

    Projek yang dibangunkan ini adalah sebuah CD yang mengandungi visualpembentukan tsunami dalam 3Dimensi. Sedikit elemen 2Dimensi huut dimasukkanuntuk membantu menjelaskan tentang pembentukan tsunami. Ia juga memberikansedikit maklumat tentang skema pembentukan, sejarah bencana alam ini dan tanda-tan&awal pembentukan tsunami serta langkah-langkah keselamatan yang perlu diambil untukkeselamatan. Selain itu, visual ini turut mengandungi sedikit koleksi gambar-gambaryang diambil semasa tsunami seperi perbezaan bentuk muka bumi sebelumpembentukan tsunami dan bentuk muka bumi selepas pembentukan tsunami sertamerangkumi gambar gambar semasa tsunami pada lewat 6hbDisember tahun lepas.Visual ini akan dapat memberikan gambaran dan meningkatkan pemaharnan orangrarnai tentang pembentukan tsunami dan punca-punca pembentukan yang mungkin sukaruntuk digambarkan secara "live", kerana ianya berlaku di dasar lautan dan apisan dalambumi. Dalam penghasilan visual ini, elemen yang dikaji ialah kajian berkenaanpembentukan ombak dalam dimensi 3D. Selain itu, visual ini mengandungi butang-butang intemksi asas seperti untuk memulakan visual, memberhentikan visual,mengaktifkan bunyi serta interaksi butang untuk pergi ke antararnuka yang lain. Secarakeseluruhamya, projek ini dapat dibahagilcan kepada tiga bahagian utama iaitu, infoberkenaan tsunami, visual pembentukan tsunami dan galeri gambar. Bahagian utarnaadalah visual tsunami yang memaparkan visual pembentukan tsunami yang perpuncadaripada ledakan gunung berapi dasar laut dan gelinciran kerak bumi dasar laut akibatgempa bumi. Platform akhir yang digunakan untuk menggabungkan elemen-elemenmultimedia dalam projek ini ialah Flash Professional 2004. Penghasilan visualdibangunkan menggunakan 3D StudioMax danAdobe Premiere.

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    CHAPTER 1

    INTRODUCTION

    1.1 ProjectBackground

    Tsunami 3d Visualization will contribute to the educational approach on tsunamiissues. It will show the concept on the tsunami to ease people understand what is tsunamiand how it erupted. It probably can be used as a reference by the public or by theearthquake or tsunami department or certain organization which has the similar approachto this issue. Currently, people are able to find out a lot of 2D tsunami visualization andanimation on web. Most issues discussed are on the impact of tsunami and arnatuervideos from the satellite view. The new approach proposed for this visualization is toenhange from the 2D to 3D perspectives. This project also consists of a few 2Danimations and interaction with users.The main part is the 3D visualizations and theresearch elements cover the visual effects for water modelling and its characterictic.Specifically, the research will be on the tsunami element that tackle the tsunami wave forthe oceans and other element like the movement of the tectonic plates.

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    It requires more researches on dynamic effects because it must be planned careklly toadd realism to most of the scenes by simulating real physical reactions such as theimpact of the distortion of tectonic plates.

    1.2 Problem Statements

    Currently, most of the tsunami visualization is developed in 2D software. It hasits own limitation due to its limited angle of view users can view. However, many of thetopic related to tsunami is developed in 2-Dimensional view, because it is easier todevelop. The visualization becomes less attractive and interesting. The 3D techniquesare very complicated but the products are far more attractive and interesting than 2Dgraphics. So, to come out with better graphics and visualization 3D modeling is a goodidea.

    Majority of the existing waterlocean model were not developed or created with3D MAX or Maya softwares. Most of the models is developed using numerical codingin computer graphics, AQUA 3D, 3D Master, TUFLOW and AQUASEA. The varioustypes of softwares being created to develop or model 3D water-based applications showsthat it is not easy to model 3D water. It consists of quite a number of complex tasks. Forthis project, the ocean (water element will be modeled in 3D MAX). t requiredadditional plug-in to support this development. The examples of 3D MAX Plug-ins areSeaScape, a plug-in that allows the creation of wave, ocean and wake effects. Atomizerexpands the capabilities of MAX'S particle systems, Particle Studio - Particle generationsystem for 3D Studio Max.

    From the content aspects, less visualization developed focusing to whathappened beneath the sea. Mostly shows the impacts of the waves and how it destroysthe living creatures, buildings houses and the coast areas. A lot of digital graphics and

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    videos transferred on websites on this phenomenon. So, this project will come out withthe visualization that consists of how tsunami occurs that people can't see in most of thevideos on tsunami. Besides, it provides a little interaction with users, to shows thetsunami impact in different tsunami levels. The interaction buttons will be created anddesigned in 2 Dimensional softwarebased in Flash.

    The existing projects or systems that being published on web got their ownproblems. The 3D Tsunami model is very heavy and the access time to load it takes alonger time. So, to avoid this problem, it will be better to deliver the final project in aCD-ROM for a stand alone application.

    1.3 Objectives

    As usual, there must be the goal of doing each project. The objectives for thisproject are listed below

    1.3.1 To visualize the tsunami phenomenon to general on how it exactly occursunderneath the sea with 3D application

    It is a good way to visualize the things that people can't see directly. For thiscase, people will firmly can't see how tsunami occurs deep beneath the see floor. Peoplewill hardly understand how it occurs as they can't see it. So one of the technique that isprobably capable to give a better understanding for this issue is by visualized thephenomena in 3-Dimensional View. This will shows each tsunami element in clearerand more interesting graphics perspectives. In a real world, nobody can't take the video

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    for tsunami by going to the see floor and record how it happened or else they willdefinitely dead. People need to know how tsunami occurs and have a betterunderstanding on this phenomenon because it will come anytime and will never tellwhen it occurs.

    1.3.2 To sho w the differences of tsunami waves and impact in different Richterscale measurements

    Richter scale is a unit to measure any earthquakes phenomenon. When thenumber increased (Richter scales), it means the earthquakes also stronger and got moredisastrous powers. In this project, the users need to select the Richter scale class, beingprovided in the system. Once they select the Richter scales class, the system will displaythe impact (in geographical terms) in selected categories. They can view the differentimpacts on different Richter scale amount.

    1

    I 1.4 Scopes

    The deliverable for this project is a stand-alone CD-ROM. There is no specific userbeing specified for this application. It can be used by anyone. The platform for thisproject will be windows based. The main part (3D visualization movie) will run withinless than 5 minutes. There is no specific user being listed to use this project as it is ageneral knowledge on what public and general should knows. The processes involve todevelop this project are researches, analyzing, storyboarding, modeling, animating,adding visual effects and rendering. There is a limitation in software used to develop this

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    project. The project will fully develop using 3DMAX 7.0 studio application. All of 3Dobjects and elements will be modeled in 3D MAX. Some simple interaction with userswill be created in Flash and Swish Max environment to place certain rendered moviebeing created in 3D MAX. Basically this project can be divided into three main partswhich are:

    1.4.1 Tsunami Info

    Tsunami info contains the information relates to tsunami phenomenon such astsunami history, tsunami description and sign and tsunami early warnings. This part isfully developed using 2D elements in 2D softwares. Each part provides simpleexplanations for each topic discussed.

    1.4.2 Tsunam i Visualization

    This is the main part of the project and is divided into two smaller categories.First category will explain on the volcanic eruption that causes tsunami waves. Thesecond part will explain on underwater earthquake that generates tsunami waves withindifferent earthquake levelsbased in Richter scale measurement.

    1.4.2.1 Volcano Eruption

    This part will describe on the volcanic eruption that causes giant tsunamiwaves. The 3D visualization is developed in Max and will be placed on 2D environmentusing Flash. Simple animation movie will runwithin 10seconds to visualize thephenomenon.

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    1.4.2.2 Underwater Earthquake

    This part contains four different animated movie clips. Main movie will visualizethe tsunami forming in general. The other there movie clips consists of differentunderwater earthquake level that generates tsunami waves. They are specifies for threelevel according to minor, moderate and major earthquake levels.

    1.4.3 Photo Gallery

    1.4.3.1 Before and After Tsunami Disaster

    This part contains of the comparison between two images that shows the imagesof the scenes before and after tsunami.

    1.43.2. Tsunami Impact

    Tsunami impact contains a few pictures taken during the disaster that happenedlast 26" December 2004. The user can view any pictures jxovided by clicking buttonnext and previous. Each picture provides a simple description about the pictures.

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    1.4.33. Others

    There are a few element that being categories under this part. It includes credit,the loading and the montage.

    1.5. Project Significances

    This visualization will probably help the public to visualize and get a properunderstanding on tsunami issues in the term of geographical views. The visualization in3 Dimensional view is a good approach as provides some realistic effects to it and moreinteresting. Anybody can take an advantage by viewing this visualization on tsunamidisaster.

    The project can be used as an education approach to visualize the concept oftsunami and getting understood on how it occurs and its impact. When peopleunderstand about tsunami, they will know never getting simply phobia once the issue isbeing raised because hey know how it occurs and the impact of that phenomenon.

    Once people understand the concept of tsunami and its impacts, this will helpthem to develop a self alert to this disaster. They will never want to life at the locationson which have the high potential to be collapsed by tsunami waves as they understandthe capability of tsunami waves to destroy. As they know much on tsunami characters,this will help them to remind themselves of how important to get rid of this phenomenonby living at safer locations, as once says, "prevention is better than cure". This projectcan be applied as a simple tool to give some understanding to users about tsunami and to

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    realize how people themselves can prevent themselves fiom dying in the tsunami giantwaves.

    1.6. Expected Output

    The expected output for this project will consist of 70% of 3D rendered movies andthe 30% will be 2D rendered files, graphics, designed interface and the interactionbuttons. The final project will be rendered in Flash MX 2004 (professional Edition). Thefinal rendered file will be saved in .swf extension in Flash platform. All the 3D moviesfiles will be imported into flash environment. Users can view the visualization in Flashdesigned interface. The interface will consist of a few numbers of buttons which in theusers can view any of the visualization provides in different levels on Tsunami RichterScale measurements. For each animation movie it will be displayed less than 30 seconds.

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    1.7. Conclasion

    The Tsunami Visualization will be rendered in a 3D movie format. The mainpurpose for this project is to visualize how tsunami happened in tern of volcanic andunderwater earthquake factors. The focus will goes on the flow of the earthquakes thathappened underneath the sea and how the earthquakes will cause the forming of thegiant waves. The very basic concept to create the tsunami elements is by building theelements fiom the primitive shapes provided in 3D MAX application When theelements fully modeled, the environment will be mapped into the movie. Finally, thesuitable dynamic effects will be applied to animate the elements and to add realism tothe scene. To develop this project it requires a higher RAM capacity and higher harddisk storage. The current problem issued due to this phenomenon is people doesn't getclear or understand how the earthquake occurs the disastrously tsunami waves and howtsunami happened starts from the colliding of the tectonic plates, the forming of thewaves and the capability of the tsunami waves to destroy the world above the sealthecoasts. The next chapter will discuss on the literature review which will describe moreon the specific element in tsunami waves. The next chapter will describe more detailsrequirement and the environment of this project that will be specific on the 3D water orocean modeling and animating techniques.

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    CHAPTERII

    LITERATUREREVIEWANDPROJECTMETHODOLOGY

    2.1 Introduction

    In this chapter the activities conducted were searching for related information andcollected data and doing analysis on the information's gathered. For this project, theliterature review will consists of the techniques to model 3 Dimensional waterlwavesand the suitable effects to add realism to that element Water element will be widelyapplied in this project as to visualize the tsunami disaster. There are many different waysand techniques used to give information about tsunami phenomenon. Other techniquesconsist of the video, 2D animation and 3D visualization using various types of softwaresthat specially designed to model the water element. The information for this review isgathered through references books, web-pages on internet, CD-ROM and journals. Thecategories for this research element will covers the types of water visual effect, theelements of water visual effects, technique in creating Practical Water Visual Effect, thecurrents softwares being used to develop the similar project, the softwares used todevelop the project and the comparison on the ability of the softwares that will be andthe requirement for the system to install the application. The main reviews will certainlyfocus on the water element itself and the techniques used to visualize the waters in termof tsunami disaster phenomenon. The methodology being applied for this project ismultimedia methodology.

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    2.2 Fact and Finding

    For tsunami visualization the most important element is the wave. It is not an easywork to model liquid based object. It is not a rigged character but it has its owncharacters and attributes like the ripple, amplitudes, phase height, decay and surfacerendering characteristics. For more complicated water or wave modeling it works withmathematical calculation. Modeling water or wave without plug-in support is quite adifficulttask especially to apply the animation to it. Creating and rendering realisticwater is one of the most daunting tasks in computer graphics. Although the water wavescan be animated, there are several difficulties when animation is concerned Water hasdrastically different behavior at different scales. Water does not scale well becausesudace tension has different characteristics depending on scale. Animating object sinwater and getting realistic motion is extremely difficult ask. Complex fluid dynamics ispresently beyond realistic use due to the complexity of the phenomena and prohibitivecomputational costs. Water has many components to its subjective appearance that mustbe accounted for in any realistic rendering

    2.2.1 TheWater Simulation

    Based to (AndrewM. Phelps ,2004) in his article, Simulating Water with Shockwave3D, water simulation can be divided into three major areas which are wave propagation,refraction, and reflection.

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    2.2.1.1 Wave Generation & Propagation

    There are several available methodologies to approximate wave propagationacross a surface. There appear to be, upon brief literature review, three major approachesto wave propagation, each of which is suitable and believable in certain contexts. Theseare sinusoidal manipulation of a height field, manipulation of a height field based onrecursive noise functions (Perlin noise and/or some other suitable variation), and directcopy of values in a twodimensional array based on height values in the previous frame

    i. Sinnsoidal Manipulation

    Time (t) is calculated per-frame, and a height value is constructed for each vertex of aheight field based on (t) length along a plot of the sine function. Thus for each value (t) aheight value is plotted long the x- and y-axis. If the viewer is of sufficient distance fromthe water, this undulating pattern can be portrayed simply by an animated bumpmap onthe surface

    ii. Noise Based Waves

    Involve layers of noise over several generations. Patterns of ripples and waves can becreated by summing up band-limited noise to make texture maps or height-field datarepresentative of waveforms. These layers are then animated to produce ripple effectsbased on a time-based strategy very similar to that used when dealing with sinusoidalanimation.

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    iii. Array BasedWaves

    This method creates two 2-dimensional arrays in which to store height values for thewater field (as a point of optimization, it is often better to create one-dimensional arraysand simulate2D by using x and y offsets into the index lookup).

    2.2.1.2 Refraction

    The basic "look and feel" of water (or for that manner any transparent liquid)comes from a combination of its refractive and reflective properties. Refraction isrecognition of the fact that as light enters the surface of the liquid, it is bent, or refracted,before reaching the bottom of the container that holds the liquid. Several approaches forsimulating this physical phenomenon exist in computer graphics, the most recent ofwhich focus on using a combination of vertex and pixel shaded techniques to calculatethe offset, or refraction, between the point at which light strikes a surface, and where onthebottom of the container the light would land

    2.2.1.3 Reflection

    The second property that any water simulation needs to account for in order todisplay a semi-realistic looking liquid is reflection. Water not only bends entering light,it also reflects it back towards the viewer. This demo computes reflected light on a per-vertex algorithm, in the same way it does for refraction.

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    2.2.2 TheTypesofWater Visual Effects

    There are two main type of water visual effect in industrial: Practical water visualeffect and Digital water visual effect and somemight use the combinationof both types.The tables below show the different features of each type.

    Table1.0: Typesof VisualEff-No

    1

    Visual Effects

    Practical Water Visual Effect

    DescriptionsThe water visual effect was made in studiowith the equipment like pumps, tankses,model and shooting in live action shot.Water is normal thing for people but for theeffect designer some of the most mundaneusage of water can cause considerableproblem when shooting in studio.First, there are the problems which arisewater is being use close to scenery, paintedfloor, studio lighting, cameras etc.Second, there are the problems of gettingwater to the effect and them disposing of it.

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    The digital visual effect are the newgeneration technique in making specialeffect in movie, it is always been used whenmovie need some visual effect that can notbe done entirely as a practical or live actionshot.Digital water visual effect mean the specialeffect designer create the water visual effectin workstation by using 3D software likeAlias wavefiont Maya, 3D Max,Lightwave, Paint Studio... tc.

    2 DigitalWaterVisual E f f d Since the digital water visual effect is donein computer environment, so the effectdesigners are always able to control how theeffect should be looks like in the movie.To produce a high quality and realistic watervisual effect digitally require very expensiveand high technology equipment.Besides it takes time in rendering. RenderFarm are the most important equipment torender the water visual effect.In movie making, the film maker normallycombines two type techniques when theywant to create a scene with water visualeffect.The filmmaker will make some shot instudio with practical technique and then addin those water effects which are hard tomake in studio with 3D software to enhance

    Combination of Practical and the visual of that shot.3 DigitalWaterVisual Effect

    After that the compositing department willput that footage together to produce a finalvisual with all elements.The reason why they do like this is becausesome shots are more convenient or moreeconomy to shot in studio. If the effect thedirector need appears only in one shot, theeffect designer might consider a practicalelement because the development costs may

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    far outweigh then one time the effect will beused.The more shots and camera angles in whichthe effect, the more CG element will pay off .The special effect designer make the watervisual effect digitally when they think thateffect is very hard or impossible to be donewith practical elements or the director ofmovie said he want the effects look likenothing we have seen before .

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    2.23 The Elements ofWaterVisual Effects

    Water is an object with which people are familiar, so that to simulatea successfulwater visual effect in 3D environments is not easy. There are a few elements to help theeffect designer to perfect the water effect they created in movie. In real world, thoseelements are maybe a very normal thing that may not attention to it, but without thoseelements of water visual effect, the visual of the water will not looks logic and realistic.Water visual effect is known as a very important element in movie making. It is veryuseful in creating the effect of rain, ocean, storm or any water effect in movie. There aretwotypeof water visual effect in movie making: Practical water visual effect and digitalwater visual. With combination of these two techniques, the special eff'ect designer isable to create any kind of water visual effect in movie. Waves, splash, mist, ripple, crestwisp and foam are the elements of water visual effect. They helps special effect designerto create more reliable and realistic water visual effect in visual. The wave element willbe widely used in the creation of the waves in this project. It will be Use to create thetsunami waves.

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    Table 2.0: The Elements of Water Visual Effect

    DescriptionsWave are a very important element when create an oceanscene in 3Denvironment or even studio as well.There are many different types of waves, rolling waves,chopping waves, tidal waves, calm sea, swelling waves,surf.. etc. It is good to use combinations of different typeof waves within scenes to add interest and life. Thedifferent speeds of waves can create depth and dimension.

    The splash happen when something drop into water andcause it to fly about in drops. This is a very importantelement in creating rain scene in movie or simulates anobject drop into water. There are 4 stages of energyofwater when splash happen.

    1st stage: The water on impact forms sheets of water.2nd stage: The sheets brake up into broken sheets of water.3rd stage: The sheets develop into strings of water.4th stage: The strings break of into beads of water.The lager the splash the more ripples and if larger still theripples become waves.

    Ripple is the result of a splash. They stay constant throughout journey and go one until something else hits it. Inanimation aswe go out we brake it up other wise their willbe too many of them.

    Mist is important in a scene with storm, raining or whenboat moving on the sea. The mist is one of the results ofsplash.The splash consists of chunks of water that spread out andtransform into smaller drops of water.The wind will cause the splash droplets to become even

    No1

    2

    3

    4

    ElementWaves

    Splash

    Ripple

    Mist

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    finer, turning them into mist.There are a few type of mist, for example splash mist,trough mist, chopper mist, crest mist. Atmospheric mistthat included background, mid-ground, and foregroundmist.

    5 Crestwisp Mist blown off small waves of about 3 feet6 Foam Foam can always been seeing on the surface of breaking

    waves or on the top of bear.It's doesn't make sense when we see the breaking wavewithout foam.

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    23.4 Component to Generate RealisticWaterAccording to Simon Premoz' and Michael Ashikin in "Rendering Natural Water"

    there are three components needs tobe create realistic water.

    generate Realistic WaterComponentsAtmospheric condition

    Wave GenerationLight Transport

    DescriptionThe magnitude and direction of the windthat generates waves. The quantity of thesunlight and the sunlight reaches the watersurf".The element to make water look like theocean.The way the light interacts with th e waterbody.

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    2.2.5. Current software and plug-ins to m odel Water

    There are many softwares used to model 3D water or ocean scene. However, thesoftware is used by the research group and probably not for the educational version.Most are being used by the oceanography department, geographical and sciencesdepartments.

    Table 4.0: Current Software Used To Model Water/OceansN0 :1

    EXAMPLE

    :

    NAME

    VisualGroundwater3.0

    t "' DESCRIPTIONTo deliver highquality, three-dimensional presentations ofsubsurface characterizationdata andgroundwater modeling results.Visual Groundwater has pioneered anew frontier in subsurfacevisualization and animation bycombining state-of-the-art graphicaltools for 3-D visualization andanimation with a data managementsystemComes with a data conversionutility to create 3-D data files usingrandom X, Y, Z data, and griddeddata sets.Can easily create three-dimensionalimages of complex site

    characterization data and modelingresults in just minutes.The advancedvisualization toolsprovide interactive visualizationcapabilities for manipulating androtating multiple three-dimensionaldata sets including:Geological layering,

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    %mi; I ;--- - -+~a. l>l~*J~gA----

    +8yL-=,1 4

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    - _ __ - _ _ --

    4 AQUASEA

    discretization file documented in theU.S. Geological Survey Open-FileReport 00-92 for MODFLOW-2000.Is a powem and easy,to use finiteelement program to solve flow inrivers tidal flow problems ineasturaies and coastal areas, lakecirculation and problems involvingtransport of mass heat andsuspended sediments.Contains both a hydrodynamic flowmodel and a tt-ansportdispersionmodel. The AQUASEA flow modelcan simulate water level variationsand flows in response to variousforcing functions in lakes, estuaries,bays and coastal areas.The transportdispersion modelsimulates the spreading of asubstance in the environment underthe influence of the fluid flow andthe existing dispersion processes.The substance may be a pollutant ofany kind, conservative or non-conservative, inorganic or organicsalt, heat suspended sediment,dissolved oxygen, inorganicphosphorus, nitrogen and otherwater quality parameters.

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    Table 5.0: The Features of Splash and Seascape plug-in- 3ds max Plug-in Features Example, RequirementsSplash Create impressive and creating a pool of any 3ds max 1 x, 2.x'realistic damped size and shapes 3.x, 4.x, 5.x

    interfaces patterns inliquid surface a slate skippingacross a pondwater dripping into abowla high diver falling50 ft into a poolshark's dorsal fincutting through

    water

    Seascape A flexible and Create waves, gale PC, 3dsmaxpowerfbl tool that scenes, ripples and 4.x/5.xY .xenables the animator to wakes from objectscreate realistic ocean moving in the waterscenes that can interactwith the environment Design everythingin 3D StudioMAX. fiom calm lake

    surfaces witha revolutionary and ominous ripples, to

    holistic approach to fully-fledged oceanthe problem of gales, taps drippinganimating ocean into water, and boatsscenes, moving ripple casting wakes ineffects, trailing wakes shallow or deepbehind objects and a waterrange of other waterand related sea effects.is derived from

    realworldzobservationsof wave behavior

    can be used both onoptimized andspecialized adaptive