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基于OSG Ocean的大规模深海海浪泡沫的实时模拟

发布时间:2018-05-20 03:35

  本文选题:海浪建模 + 泡沫模拟 ; 参考:《燕山大学》2015年硕士论文


【摘要】:大规模深海海洋的仿真一直是计算机图形学领域最具挑战性的问题之一。近年来,海洋模拟不断应用于3D游戏、电影特效、广告设计等多种行业。海面的波动规律十分复杂,因此如何更逼真的展现海面的运动,成为了众多学者的重点研究方向。本文针对目前大规模深海海浪泡沫模拟的真实感和实时性较差的问题进行研究,具体内容如下。首先,构建动态海浪模型,利用Phillips频谱获取海浪频域的振幅值,再通过快速傅立叶逆变换(IFFT)计算海面网格顶点随时间变化的数值,从而将得到的频域振幅值转换到空间域的高度值,并对傅立叶系数进行优化,生成海面高度场;然后与水平面上的位移叠加,形成陡峭的波浪(choppy)。其次,采用无缝自适应LOD网格生成海面网格并进行拼接,实现无限海域的仿真;然后加载天空盒纹理;利用Snell定律模拟海面上空的光照情形,改进Fresnel系数使海面光照更加接近真实;引入Blinn-Phong光照模型对海面进行天空背景映射下的光照渲染;加入船只、岛屿等3D模型及粒子系统中的雨、雪场景。再次,使用平铺的小补丁构造深海海洋表面会导致海洋表面的泡沫有明显的位置上的重复性,影响海面的真实性,为此设计了一个动态阈值条件减少泡沫位置的重复性;而对于海浪泡沫因海浪的周期性运动产生的重复,提出建立动态纹理贴图库,并引入随机函数随机选取纹理,然后借助平滑埃尔米特差值模拟泡沫的光照强度,从而使泡沫在阳光下更加真实。最后,利用OSG开源图形库、Open GL高级着色语言GLSL设计实现了深海海浪及泡沫的仿真系统。实验表明,采用本文方法可以有效消除海浪泡沫的重复性,提高海面光照效果,增强海洋仿真的真实感。
[Abstract]:The simulation of large-scale deep-sea ocean has been one of the most challenging problems in the field of computer graphics. In recent years, ocean simulation has been used in many industries, such as 3D games, film special effects, advertising design and so on. The wave law of the sea surface is very complex. So how to show the movement of the sea surface more vividly has become the key research of many scholars. In this paper, this paper focuses on the problem of the reality and the poor real time of the large-scale deep-sea wave foam simulation. The specific content is as follows. First, a dynamic sea wave model is constructed to obtain the amplitude of the wave frequency in the frequency domain by using the Phillips spectrum, and then the numerical value of the surface of the surface of the sea surface is calculated by the fast Fu Liye inverse transform (IFFT). In this way, the amplitude of the frequency domain is converted to the height of the space domain, and the Fu Liye coefficient is optimized to generate the sea surface height field, and then superposed with the displacement on the horizontal surface to form a steep wave (choppy). Secondly, the seamless adaptive LOD grid is used to generate the sea surface mesh and splice to realize the simulation of the infinite sea area and then load the sea surface. The sky box texture; using Snell's law to simulate the light above the sea surface, improving the Fresnel coefficient to make the sea light closer to the reality; introducing the Blinn-Phong illumination model to render the sea surface under the sky background mapping; adding the 3D model of the ship, the island and so on, and the rain and snow scene in the particle system. Again, use a small patched patch. The structure of the deep-sea surface will lead to the apparent repeatability of the foam in the ocean surface, which affects the authenticity of the sea surface. Therefore, a dynamic threshold condition is designed to reduce the repeatability of the foam position, and the dynamic texture mapping library is proposed and the random function is introduced for the repetition of the periodic motion of the waves. It selects the texture randomly, and then uses the smooth Hermite difference to simulate the light intensity of the foam, so that the foam is more real in the sun. Finally, the simulation system of deep sea waves and foam is realized by using the OSG open source graphics library and the Open GL advanced coloring language GLSL. The experiment shows that this method can effectively eliminate the bubble. The repeatability of foam improves the sea light effect and enhances the realism of ocean simulation.
【学位授予单位】:燕山大学
【学位级别】:硕士
【学位授予年份】:2015
【分类号】:P731.2;TP391.41

【参考文献】

相关期刊论文 前1条

1 武小龙;吴恩华;张辉;;大规模场景流体模拟的耦合算法[J];计算机辅助设计与图形学学报;2011年06期



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