虚拟环境中瀑布的实时绘制方法研究
发布时间:2018-03-16 08:00
本文选题:瀑布 切入点:粒子系统 出处:《山东大学》2007年硕士论文 论文类型:学位论文
【摘要】: 自然景物的模拟一直是计算机图形学中的热门研究课题,其应用范围很广,包括影视广告、实时绘制、3D游戏、装潢设计、虚拟场景等各种领域,以其独特的魅力在信息化社会中占据着重要的位置。然而,大多数自然景物的外形是随机变化的,如:火焰、浪花、河流、瀑布、雨雪、烟雾等,很难用常规的建模方法及模拟技术来描述,因此自然景物的模拟也是具有挑战性的课题。 本课题以瀑布场景作为模拟的对象,以粒子系统作为基本建模方法来表现其运动的随机性和动态性特点,并且模拟了粒子与障碍物的碰撞效果。首先,本文对目前国内外通用的流体模拟方法做了概述,对粒子系统和碰撞检测技术在水流模拟上的应用进行了讨论;通过将瀑布水流的属性参数化,建立了一个基于粒子系统和动力学原理的参数化的瀑布水流运动模型,并对粒子的参数特性进行了详细的定义;通过分析瀑布水流粒子系统和通用的层次包围盒技术的特点,提出了加速水粒子与障碍物碰撞检测的方法,该方法基于AABB层次包围盒技术,并且根据水流运动的方向性,剔除了不会发生碰撞的障碍物的边面;利用专业建模软件实现地形及障碍物等静态模型的建模,通过编程读取模型并在场景中绘制出来;使用网格模拟了水面,并通过实时改变网格顶点坐标来实现水面的波动效果;此外还加入了天空、光照和雾化等效果来增加场景的真实感。 本文基于Visual C++编程环境及OpenGL标准图形库设计了一个瀑布场景的演示系统,实现了瀑布的动态绘制,其运动和外观效果真实,在普通的PC机上获得了实时的绘制速度。用户可以在调整参数的同时观察到瀑布水流运动的变化,其方法可应用于虚拟场景漫游、3D实时游戏等中。
[Abstract]:The simulation of natural scenery has always been a hot research topic in computer graphics. It has a wide range of applications, including film and television advertising, real-time rendering of 3D games, decoration design, virtual scene and other fields. Because of its unique charm, it occupies an important position in the information society. However, the appearance of most natural scenery is random, such as: flame, spray, river, waterfall, rain, snow, smoke, etc. It is difficult to describe by conventional modeling methods and simulation techniques, so the simulation of natural scenery is also a challenging subject. In this paper, the waterfall scene is taken as the object of simulation, the particle system is used as the basic modeling method to express the randomness and dynamic characteristics of its motion, and the collision effect between particles and obstacles is simulated. In this paper, the general methods of fluid simulation at home and abroad are summarized, the application of particle system and collision detection technology in water flow simulation is discussed, and the property of waterfall flow is parameterized. A parameterized waterfall flow model based on particle system and dynamic principle is established, and the characteristics of particle parameters are defined in detail, and the characteristics of waterfall flow particle system and general hierarchical bounding box technology are analyzed. A method of accelerating collision detection between water particles and obstacles is proposed. The method is based on the AABB hierarchy bounding box technology. According to the directionality of the flow motion, the edge surface of the obstacle that will not collide is eliminated. Using the professional modeling software to realize the modeling of the static model such as terrain and obstacle, reading the model by programming and drawing it out in the scene, using the grid to simulate the water surface, and changing the grid vertex coordinate in real time to realize the wave effect of the water surface. In addition, the effects of sky, light and atomization are added to increase the reality of the scene. Based on Visual C programming environment and OpenGL standard graphics library, a waterfall scene demonstration system is designed in this paper, which realizes the dynamic drawing of waterfall, and its motion and appearance effect is real. The real-time rendering speed is obtained on the ordinary PC, and the user can observe the change of the waterfall flow while adjusting the parameters. The method can be used in the virtual scene roaming 3D real time game and so on.
【学位授予单位】:山东大学
【学位级别】:硕士
【学位授予年份】:2007
【分类号】:TP391.9
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