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基于网格自适应的布料仿真及碰撞检测技术研究

发布时间:2018-05-01 04:45

  本文选题:布料仿真 + 自适应细分 ; 参考:《山东财经大学》2016年硕士论文


【摘要】:随着计算机动画的发展,互联网环境下的三维应用取代二维应用是一个必然的趋势。与传统的互联网应用相比,三维互联网应用能更直观、真实地展现给用户,带给用户更生动、丰富的体验。而在以3D网络游戏为主的三维互联网应用的虚拟世界中,存在大量服装、窗帘等布料元素,对布料的真实再现才能有令人满意的真实感。但布料本身是一种柔性物体,在建模和模拟的过程中需要大量的计算,处理时间长,所以如何在互联网环境下生成布料实时动画、满足实时性交互的要求是目前需要解决的问题。本文基于以上背景,以保证布料真实感、提高实时性为目标,在综述国内外有关布料仿真技术的基础上,做了以下研究:1.研究了网格自适应方法。根据三角网格位置的不同,研究了不同的细分方案,实现了网格的三元分裂。提出一种网格粗化方法,结合3细分方法,实现网格自适应。然后通过判断网格顶点曲率,在布料生成褶皱的区域细分网格,褶皱消失的区域粗化网格,使得网格自适应变化,在保证布料仿真的真实感的基础上,提高计算速度。2.研究了AABB包围盒算法和粒子群优化的随机碰撞检测算法,将两种算法相结合,提出了一种混合碰撞检测算法。结合了两种算法的优势对物体进行碰撞检测,提高了碰撞检测效率。该方法通过AABB包围盒排除明显不相交的物体,缩小搜索空间,再运用粒子群优化的随机碰撞检测算法进行快速检测。3.通过实验验证了本文方法。在Windows平台下,采用C++和OpenGL技术,对本文的方法进行了验证,证明了本文方法的有效性。综上所述,本文研究了布料仿真的网格自适应方法和碰撞检测方法,提出了一种网格粗化方法和混合碰撞检测方法,并验证了方法的有效性,在保证布料真实感的前提下,可以加快模拟的计算速度。研究成果在3D网络游戏、在线试衣间、远程教育等领域有较好的应用价值。
[Abstract]:With the development of computer animation, it is an inevitable trend for 3D applications to replace 2D applications. Compared with traditional Internet applications, 3D Internet applications can be more intuitive, true to the users, and bring users a more vivid and rich experience. In the virtual world of 3D Internet application, there are a lot of cloth elements, such as clothing, curtains and so on. But cloth itself is a kind of flexible object, in the process of modeling and simulation needs a lot of calculation, processing time is long, so how to generate real-time animation of cloth in the Internet environment, To satisfy the requirement of real-time interaction is a problem that needs to be solved at present. Based on the above background, the aim of this paper is to ensure the fabric reality and improve the real time. On the basis of summarizing the domestic and foreign cloth simulation technology, this paper does the following research: 1: 1. The mesh adaptive method is studied. According to the different location of triangular mesh, different subdivision schemes are studied, and the ternary splitting of mesh is realized. This paper presents a mesh coarsening method, which combines three subdivision methods to realize mesh adaptation. Then, by judging the curvature of the grid vertex, the subdivision mesh is generated in the area where the fabric is folded, and the area of the fold disappears, which makes the mesh change adaptively. On the basis of guaranteeing the reality of the cloth simulation, the computing speed is improved by .2. AABB bounding box algorithm and particle swarm optimization random collision detection algorithm are studied. A hybrid collision detection algorithm is proposed by combining the two algorithms. The collision detection efficiency is improved by combining the advantages of the two algorithms. In this method, the AABB bounding box is used to eliminate the obvious disjoint objects, and the search space is reduced, and then the particle swarm optimization random collision detection algorithm is used to quickly detect .3. The method is verified by experiments. On the Windows platform, the method is verified by using C and OpenGL technology, and the validity of the method is proved. To sum up, this paper studies the mesh adaptive method and collision detection method of cloth simulation, proposes a mesh coarsening method and a hybrid collision detection method, and verifies the effectiveness of the method. It can speed up the calculation of simulation. The research results have good application value in 3D online game, online fitting room, distance education and so on.
【学位授予单位】:山东财经大学
【学位级别】:硕士
【学位授予年份】:2016
【分类号】:TP391.9;TP391.41

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