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Simulation of Aurora Lights in OpenGL

For my artefact for the COMP305 assignment, I will be creating a (2D/3D) simulation of the Aurora Borealis, which is a natural phenomenon that occurs usually in winter in the night sky that looks like a moving wave of colours.

Poster

https://www.overleaf.com/read/wvbmcfhdxfmm#369e5d

Resources

[1] T. Ishikawa, R. Nakazato, and I. Matsuda, ‘Procedural Animation of Aurora and its Optimization for Keyframe Animation’, in Proceedings of the 2019 3rd International Symposium on Computer Science and Intelligent Control, Amsterdam Netherlands: ACM, Sep. 2019, pp. 1–8. doi: 10.1145/3386164.3389098.

[2] G. V. G. Baranoski, J. G. Rokne, P. Shirley, T. S. Trondsen, and R. Bastos, ‘Simulating the aurora’, The Journal of Visualization and Computer Animation, vol. 14, no. 1, pp. 43–59, 2003, doi: 10.1002/vis.304.

[3] Y. X. Ng, ‘Aurora Rendering with Sheet Modeling Technique’.

My initial iteration plan

My initial iteration of my artefact will involve creating a simple 2D particle system and the main particles have light emitters on a continuously moving sine wave. To give the illusion of a moving wave, there will be particles with a higher alpha transparency that imitate the sine wave movement but at a higher height, creating a trail. Then through post-processing, I will apply a blur effect on top of the sine wave.

  1. Create a 2D particle system with light emitters
  2. Implement a sine wave function and a bezier curve function
  3. Plot the particles on the wave function equally
  4. Make the wave function move
  5. Create a trail of particles imitating the main wave function
  6. Apply a blur filter to the wave function

Notes

The implementation for Worksheet 1 is in the OpenGLTutorials branch, the rest of the worksheets are self-explanatory.

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