Phenomenological Simulation of Brooks” Evasion布鲁克斯“回避”现象的现象学模拟.pptVIP

Phenomenological Simulation of Brooks” Evasion布鲁克斯“回避”现象的现象学模拟.ppt

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Phenomenological Simulation of Brooks” Evasion布鲁克斯“回避”现象的现象学模拟

Phenomenological Simulation of Brooks Fabrice Neyret Nathalie Praizelin iMAGIS / GRAVIR - IMAG * If CFD had to be used Very thin resolution, large domain ( and stability ? very small dt ) Very non-linear equations (shockwaves, surf. tension) ? Hard and long system solving Unknown parameters (e.g. boundary conditions) Visible features are emerging phenomena ? Hard to control while Water motion is not directly visible Strong a priori knowledge on the result Users want some control If surface wave simulation had to be used Very thin resolution, large domain Very non-linear equations (waves trigger waves) Hard and long system solving while Strong a priori knowledge on the result If Fourier synthesis had to be used Very thin resolution, large domain Non-linear phenomena Non uniform wave propagation (variable depth, obstacles) ? Statistical models are helpless while Strong a priori knowledge on the result Users want some control Relying on phenomenological simulation Primitives based: Geometric construction of visual features Choice of the primitives of visual interest User can control the primitives “Vector primitives”: independent from rendering resolution Fast, high resolution, large domain Phenomena that are out of scope Wave theory Wave theory Typology of stationary waves Froude waves - shockwaves calculation Froude waves - shockwaves calculation The chosen primitives Our approach 1. Get a stationary velocity field (low res is ok) 2. Build the primitives skeletons 3. Add field perturbations [WH91] 4. ( Build a surface and render ) 1. Get a stationary velocity field 1. Get a stationary velocity field 1. Get a stationary velocity field 1. Get a stationary velocity field 2. Build the primitives skeletons 2. Build the primitives skeletons 3. Add field perturbations [WH91] Small support fields (vortex,source) attached on particles (passive floaters) 3. Add field perturbations A perturbation needs time t

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