虚拟场景下与物理模型分离的流体渲染方法分析与实现-analysis and implementation of fluid rendering method separated from physical model in virtual scene.docxVIP
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虚拟场景下与物理模型分离的流体渲染方法分析与实现-analysis and implementation of fluid rendering method separated from physical model in virtual scene
摘要近年来,虚拟场景下的流体模拟在计算机游戏、影视广告、电子游戏等各种 领域得到了广泛的应用。流体涉及的现象主要包括水流、烟雾、气泡与云彩、火 焰与爆炸以及波浪与水花等。流体现象虽然看起来简单和平常,但其形状多变, 很难使用建模的方法去表现,要逼真地模拟出来十分复杂和困难。这使得流体模 拟成为计算机图形学的一个研究难点和热点。早期的流体模拟,由于计算能力较差,主要通过非物理的方法模拟水面或者 波浪,这种方法往往难以控制而且对于一些复杂的现象不再适用。九十年代以后, 基于物理的方法开始引入到计算机图形学中,它主要是基于流体动力学中的 Navier-Stokes 方程,按照描述方式的不同可以分为拉格朗日方法和欧拉方法。本文工作的主要贡献和创新总结如下:1. 针对虚拟场景下流体特效模拟问题,分析了 SPH (Smoothed Particle Hydrodynamics) 方法求解 Navier-Stokes 方程的过程。2.针对以往粒子系统渲染方法在模拟流体方面的不足,提出了与物理模型分离 的特效渲染方法,该方法采用了将带 alpha 值的纹理映射到粒子的思想。与以往纹 理映射方法不同的是纹理中非透明图案的形状只用于决定粒子形状,粒子颜色和 大小可变。通过纹理映射,粒子能更好地表现出流体的形态。粒子颜色和大小随 时间的变化能实时地反映出流体浓度的变化。3.在利用光滑粒子流体动力学模型得到流体解的基础上,使用此渲染方法模拟 了浓烟和水流翻滚特效。并在更换物理模型后,使用此方法模拟了海底气泡和潜 艇尾浪特效,实验结果表明了该渲染方法在模拟流体特效时的有效性、实时性、 逼真性和通用性。主题词:流体模拟 光滑粒子 粒子系统 纹理映射ABSTRACTIn recent years, fluid simulation under a virtual scene has been widely used in various fields such as computer games, the film and television advertisement, electronic game. Fluid phenomenon mainly includes flow, smoke, bubble, cloud, flame, explosion, waves, spray, etc. Although fluid phenomenon looks simple and ordinary, it has no definite shape, and it is difficult to use modeling method to express, so it is highly complex and difficult to simulate real fluid. This makes the fluid simulation become a difficult and hot topic of research of computer graphics.Early fluid simulation, the non-physical method is used to simulate the surface or wavy, for calculating ability is bad, this kind of method is often difficult to control and shall not applicable for some complex phenomenon. In the 1990s, physical based method has been introduced into the computer graphics, which is mainly based on Navier-Stokes equation of fluid dynamics. According to description of fluid, the different methods can be classified into Lagrange method and the Euler method.The main contribution and innovation of this thesis are summarized as follows:This article uses SPH (Smoothed Particle Hydrodynamics) method to simulate the fluid, which is a gradually developed method in ne
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