基于粒子系统的虚拟战场环境模拟
本文选题:虚拟战场 + 粒子系统 ; 参考:《安徽大学》2012年硕士论文
【摘要】:随着计算机技术的发展,各行业都开始把计算机技术应用到本行业来,虚拟现实技术和计算机仿真的应用越来越广泛,计算机动画模拟也得到了很快的发展。计算机游戏、影视、动漫等都开始蓬勃发展起来。而另一方面,世界各国的军事训练却由于受经济、安全性、国际政治等各方面的制约,训练效果越来越差,无法满足基本的训练要求,许多研制的新武器也无法应用到日常训练和战争中去。因此,寻找一个行之有效的训练方法成了各国军事界不遗余力的研究内容。在这种情况下,虚拟战场应运而生。但是,人们在研究虚拟战场环境时却发现不规则的自然环境和特殊效果的模拟是个难题,如对云、雨、雪、烟雾等的模拟。这些不规则的物体有个共同的特点:它们的形状不确定,没有准确的定义。本文主要采用了基于粒子系统的方法对战场爆炸和战场火焰这两种常见的虚拟战场场景进行了模拟,主要做了以下这些工作: (1)对虚拟战场环境的国内和国外发展现状进行了概述,详细介绍了虚拟战场环境的主要组成结构和组成内容,对国内外学者先后提出的各种不规则物体模拟方法进行了研究和分析。 (2)深入的研究了粒子系统的基本原理,用数学的方法来描述粒子系统,给出了粒子系统的定义,并对粒子系统的基本结构进行了阐述,详细介绍了建立粒子系统模型的步骤和方法,总结了粒子系统的特点,对粒子系统中粒子的产生、运动、消亡三大过程都给出了详细的说明;对OpenGL图形开发工具进行了详细的介绍,分别归纳了儿种关键技术以及操作步骤。 (3)使用粒子系统对虚拟战场环境中的战场爆炸进行了模拟,分析了爆炸的过程并总结了爆炸的特点,根据分析结果设计并建立了爆炸粒子系统模型,对爆炸后的受力情况进行了分析,采用粒了系统的绘制函数和OpenGL的色彩混合技术对爆炸进行了绘制,实现了战场爆炸效果的模拟。 (4)对虚拟战场环境中常见的火焰场景进行了模拟,建立了火焰粒子系统模型,定义了火焰粒子的属性和数据结构,并对火焰的属性进行了设置,分析了火焰受到的各种动力,建立了各种不同的动力场,分析了各个不同的动力场里粒子的运动,根据牛顿第二定律对粒子的各个属性进行更新,给出了火焰粒子系统实现的算法,在绘制时结合了OpenGL图形工具的纹理映射技术和色彩混合技术增加实时性和真实感。
[Abstract]:With the development of computer technology, all industries begin to apply computer technology to the industry. Virtual reality technology and computer simulation are more and more widely used. Computer animation simulation has also been developed rapidly. Computer games, film and television, animation and so on began to flourish. On the other hand, due to the constraints of economy, security, international politics, and other aspects of military training in the world, the training results are getting worse and worse, and they are unable to meet the basic training requirements. Many of the new weapons developed could not be used in daily training and warfare. Therefore, the search for an effective training method has become the research content of military circles. In this case, the virtual battlefield came into being. However, when people study virtual battlefield environment, it is difficult to simulate irregular natural environment and special effects, such as cloud, rain, snow, smoke and so on. These irregular objects have a common feature: their shape is uncertain and there is no precise definition. In this paper, two common virtual battlefield scenes, namely battlefield explosion and battlefield flame, are simulated based on particle system. The main works are as follows: (1) the development of virtual battlefield environment at home and abroad is summarized, and the main components and contents of virtual battlefield environment are introduced in detail. The simulation methods of irregular objects put forward by scholars at home and abroad have been studied and analyzed. (2) the basic principle of particle system has been deeply studied, the particle system has been described by mathematical method, and the definition of particle system has been given. The basic structure of the particle system is expounded, the steps and methods of establishing the particle system model are introduced in detail, the characteristics of the particle system are summarized, and the generation and movement of the particles in the particle system are discussed. The three major processes of extinction are described in detail, and the OpenGL graphic development tools are introduced in detail. The key technologies and operation steps are summarized respectively. (3) the simulation of battlefield explosion in virtual battlefield environment is carried out by using particle system, and the process of explosion is analyzed and the characteristics of explosion are summarized. According to the analysis results, the model of explosive particle system is designed and established, and the force after explosion is analyzed. The drawing function of the system and the color mixing technique of OpenGL are used to draw the explosion. The simulation of battlefield explosion effect is realized. (4) the common flame scene in virtual battlefield environment is simulated, the flame particle system model is established, and the properties and data structure of flame particle are defined. The properties of the flame are set up, all kinds of dynamic forces are analyzed, various dynamic fields are established, the motion of particles in each dynamic field is analyzed, and the properties of the particles are updated according to Newton's second law. The algorithm of Flame Particle system (FPS) implementation is presented, which combines the texture mapping technology of OpenGL graphics tool and the color mixing technology to increase the real-time and realism.
【学位授予单位】:安徽大学
【学位级别】:硕士
【学位授予年份】:2012
【分类号】:TP391.9
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