交互式海洋动漫平台场景特效制作
发布时间:2018-04-02 19:42
本文选题:虚拟现实 切入点:场景特效 出处:《中国海洋大学》2010年硕士论文
【摘要】:现代虚拟现实技术起源于上个世纪六十年代,然而多年以前,虚拟现实技术一直作为一项高端技术应用于工业设计,航空航天,军事领域等,并没有对我们日常生活带来太大的影响。近十年来,硬件技术迅速发展,计算机得以普及,虚拟现实技术逐渐向民有领域渗透,对人们日常生活产生了巨大影响,作为虚拟现实技术的一个分支运行于PC上的桌面式虚拟现实系统将虚拟现实技术拓展到影视,娱乐,教育等日常生活中。基于PC的桌面式虚拟现实系统通常与用户短距离接触,具有良好的实时性与真实性才能让用户获得良好体验,以达到“虚拟现实”的效果。 本论文以海洋场景模拟为主要研究对象,专注于虚拟现实系统中的“实时性”与“真实性”,介绍笔者在相关领域的一些研究成。并重点对以下几个方面进行详细讨论: 1.对于鱼类的仿真:将鱼类分为两大类,鱼群与单个鱼,鱼群通常有成百上千条鱼组成,用户通常关注整体形态,而不是鱼群中的每条鱼。我们采用面片鱼对其进行仿真,以达到良好的实时性。对于一些需要表现细节的鱼,我们采用骨骼动画对其进行仿真。 2.水刻蚀效果的仿真:水刻蚀是一种复杂的物理过程,按其物理原理进行仿真通常达不到实时性的要求,在这里我们采用动态纹理和投影贴图技术对其进行仿真。 3.对于海底汽泡的仿真:构建了一个通用的粒子系统,根据汽泡在海底形态及受力情况对其进行仿真。 4.海浪仿真:目前对海浪仿真主要使用正弦函数及傅立叶变换对其进行数学建模,都要进行大量的运算,在大场景中常常达不到实时性的要求。在这里,我们采用高度图对作为其高度数据的来源,计算量大大减少,此外,还有一个优点,针对不同天气海浪仿真,我们只要更换不同的高度图即可,而传统方法却需要重新对其构建数学物理模型。 本文通过以上几方面的研究,对虚拟现实海洋场景的模拟进行了新的尝试,实现了虚拟现实与海洋动漫平台的结合。研究方法可以运用于对其它场景的仿真。
[Abstract]:Modern virtual reality technology originated in the 1960s, but many years ago, virtual reality technology has been used as a high-end technology in industrial design, aerospace, military fields, etc.It doesn't make a big difference in our daily lives.In the past ten years, with the rapid development of hardware technology and the popularization of computers, virtual reality technology has gradually penetrated into the field of people, which has had a great impact on people's daily life.As a branch of virtual reality technology, desktop virtual reality system, which runs on PC, extends virtual reality technology to daily life, such as film and television, entertainment, education and so on.The desktop virtual reality system based on PC is usually in short distance contact with the user, which has good real-time and authenticity to make the user get good experience and achieve the effect of "virtual reality".In this paper, ocean scene simulation is the main research object, focusing on the "real time" and "authenticity" in virtual reality system.The following aspects are discussed in detail:1.For fish simulation: fish are divided into two categories: fish group and single fish, the fish group usually has hundreds of fish, users usually focus on the overall form, not every fish in the fish herd.In order to achieve good real-time performance, we use the fish to simulate it.For some fish that need to express details, we use skeletal animation to simulate it.2.Simulation of water etching effect: water etching is a complex physical process. Simulation based on its physical principle usually can not meet the requirements of real-time. Here we use dynamic texture and projection mapping technology to simulate it.3.For the simulation of submarine bubble, a general particle system is constructed, which is simulated according to the shape and force of bubble on the sea floor.4.Ocean wave simulation: at present, sinusoidal function and Fourier transform are mainly used to model the wave simulation.Here, we use the altimeter pair as the source of its height data, and the amount of computation is greatly reduced. In addition, we have the advantage that for different weather and wave simulation, we just have to replace the different height maps.However, the traditional method needs to reconstruct the mathematical and physical model.In this paper, a new attempt is made on the simulation of virtual reality ocean scene through the above research, and the combination of virtual reality and ocean animation platform is realized.The research method can be applied to the simulation of other scenarios.
【学位授予单位】:中国海洋大学
【学位级别】:硕士
【学位授予年份】:2010
【分类号】:TP391.9
【引证文献】
相关硕士学位论文 前1条
1 黄亚玲;虚拟现实中动态喷泉及动态水面效果渲染[D];哈尔滨工程大学;2012年
,本文编号:1701831
本文链接:https://www.wllwen.com/wenyilunwen/dongmansheji/1701831.html