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| The
Main Idea |
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I love thunderstorms.
I love the smell in the air, the sound of rain on the roof,
the clean feeling everywhere when the storm has passed. I
also love lightning and thunder, which never fail to move
me. I'm not alone; in the ancient mysteries a device called
a ceraunoscope was used to simulate lighting and thunder
in religious ceremonies.
I decided to try
to simulate these correctly on the computer. Building on the
work of some atmospheric scientists, I've developed a statistical
model of lightning that matches the natural shapes, which
can be controlled by a designer to strike any location. From
this 3D lightning data, and the 3D location of a listener,
I compute the thunder that listener would hear due to that
specific lightning bolt, including such effects as atmospheric
refraction, wind, and multiple lightning flashes.
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| Results |
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On the left we see the basic strategy for making realistic
lighting. I create a "skeleton" for the basic stroke
that uses real atmospheric data to compute the lengths of
each piece, the frequency of branching, and the angle of branching.
These all vary along the stroke as a function of height from
the ground.
On the right are three different strokes produced by this
method. They are, statistically, indistinguishable from a
natural stroke. They have the added benefits of existing in
a computer modeling system, and can be controlled and placed
by a designer or filmmaker. In a sense, these lightning bolts
are actors or props just like any other controllable part
of a scene.
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Here we see one of the synthetic
bolts, correctly colored for the atmosphere for a desert afternoon
sunstorm, and composited over a real photograph of a dark, pre-storm
afternoon. |
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Thunder is created as a result of the intense heating of
the atmosphere by a lighting stroke. I use the 3D geometry
of the stroke, and the properties of the layers of air, to
compute the sound that an observer would heard from a specific
lightning bolt from a specific place on the ground. This figure
shows the pressure signature, or sound wave, created by the
lightning stroke above.
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| Details |
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You can find full details and simulations data in the papers
referenced below. It may be interested to note that I've been
able to turn the process around, and create lightning as a
result of thunder.
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This is a shot of my lightning designer. In the upper-left
I've specified a particular kind of thunder that I want to
hear, by identifying the type of sounds over time. I use the
standard terms for the sounds of lightning that are used by
researchers in the field.
This particular graph says that I want a bit of rumble (the
low green box), followed by a sustained thunderclap (the higher
red box) and then later, some roll (the yellow box). The sound
wave below the design graph shows one of the many pressure
signatures that create this kind of thunder. Notice the tall
spike at the beginning of the thunderclap. Finally on the
right we see a 3D lightning stroke that has been created to
these specifications.
If you use this lightning stroke in a 3D scene, and compute
the actual thunder it would produce, the sound will look something
like the lower-left image, and will have the right amounts
of rumble, clap, and roll, in the right order and at the right
times.
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| More
Info |
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This work originally appeared in
a technical report while I was working at Microsoft Research.
I later expanded it a bit for a two-part column in IEEE Computer
Graphics & Applications. Here are the complete citations:
Glassner, Andrew S., "The Digital Ceraunoscope: Synthetic
Thunder and Lightning", Microsoft Resarch Technical Report
MSR-TR-99-17, April, 1999.
You can download this report directly from the Microsoft
Research webs site by typing in this URL, or simply clicking
on it:
http://research.microsoft.com/scripts/pubs/view.asp?TR_ID=MSR-TR-99-17
The IEEE citations are:
Glassner, Andrew S., "The Digital Ceraunoscope: Synthetic
Lightning and Thunder, Part 1", IEEE Computer Graphics
& Applications, Volume 20, Number 2, March 2000
Glassner, Andrew S., "The Digital Ceraunoscope: Synthetic
Lightning and Thunder, Part 2", IEEE Computer Graphics
& Applications, Volume 20, Number 3, May 2000
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