首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到17条相似文献,搜索用时 359 毫秒
1.
肖祥云  杨旭波 《软件学报》2020,31(10):3251-3265
主要针对近年来流行的基于物理及数据驱动的各种流体动画模拟算法及其应用给出了一个全面的前沿性综述.首先,对传统的基于物理的流体模拟加速方法进行了综述和总结,同时给出了此类方法中各种算法的优劣性分析;其次,对现有的基于数据驱动的多种算法进行了综述和分析.特别地,将现有的数据驱动方法归结为3类,即数据插值法、数据预计算方法和基于深度学习的方法.并且,进一步讨论了基于数据驱动的流体动画模拟算法的几个关键问题以及其研究趋势与方向.  相似文献   

2.
近年来基于物理的流体模拟成为计算机动画领域中的一个极具有挑战性的问题,针对有限差分方法和有限元方法对流体动画模拟的局限性,利用光滑流体动力学方法实现了流体的动画模拟,该方法不依赖网格,适合于计算具有极大变形的流体计算,溃坝坍塌现象的模拟实验表明:方法既能模拟流体的整体演进特征,又能表现流体飞溅、破碎的现象,能够真实有效地模拟水流运动情况。  相似文献   

3.
基于物理的流体动画综述   总被引:1,自引:0,他引:1  
文中针对基于物理的流体动画技术给出了一个全面的前沿性综述.作为模拟真实流体效果的最常见方法,基于物理的流体动画近几年来产生了大量新的研究成果.文中将现有方法分成3类:Lagrange法、Eular法和晶格Boltzman方法,对它们进行对比讨论:介绍了7种不同类型流体现象的模拟技术,并重点评述表面跟踪与表示、流体控制、混合方法、模型降级和GPGPU等研究热点.  相似文献   

4.
针对视频数据噪声及计算误差造成重建流体高度场时域跳变的问题, 提出一种视频数据驱动的流体表面模型生成方法。首先, 在折射的流体表面重建算法基础上, 利用水下场景视频数据生成初始流体表面高度场; 其次, 为了提高模型的时间连贯性, 用数据驱动方式获取浅水波模拟关键参数的最优值; 最后改进了浅水波模拟的计算求解过程, 并将其作为物理约束来修正初始模型。基于真实数据的实验结果表明, 该方法能够有效平滑流体模型高度场的跳变, 使水体表面重建结果更加准确和连贯。  相似文献   

5.
介绍了二维流体和三维流体动画方法。流体动画制作分为两步:流体表面建模和流体绘制。二维流体建模主要采用参数建模方法,基于傅立叶变换原理,合成波动的二维流体表面。三维流体建模一般基于Navier-Stokes流体方程,利用流体内部的速度建立流体表面的方程。流体绘制主要采用光线跟踪方法。流体动画的挑战和发展方向在于:流体动画控制、实时绘制、细节表现。  相似文献   

6.
系统地阐述了目前数据驱动的人体动画合成研究现状,介绍了国内外运动数据捕捉技术的发展,着重对现有运动捕捉数据的编辑技术及运动合成方法进行了详细的分析和比较,并阐述各种方法的优缺点,最后展望了数据驱动的人体动画合成技术未来研究的重点和难点.  相似文献   

7.
基于物理的流体动画技术一直是计算机图形学领域里最为活跃的研究方向之一,且其最近几年的发展非常迅猛.然而由于该技术需要求解复杂的非线性运动方程,而实时性又是计算机图形应用的一个重要需求,因此如何提升其计算效率始终是个挑战性问题.文中对目前基于物理的流体动画技术在加速技术方面的研究进展进行了详细地分析和总结,针对计算过程的每一个步骤分别进行了剖析,从流场元素的高效表达、紧凑的计算网格、高效计算方法、硬件并行处理等方面做了详细展开,并由此给出一些启示性思路,如混合表达的方法等,以实现实时的流体动画效果.  相似文献   

8.
本文从人脸动画合成技术的发展、特点及应用出发,介绍了人脸动画系统中的核心技术,并对基于参数的控制方法和基于数据驱动的方法进行了对比分析,展望了人脸动画合成技术的发展方向与应用前景。  相似文献   

9.
基于物理的流体动画技术一直是计算机图形学领域研究的重点,但是之前大多数研究一直针对的是如何对流体模拟进行加速,而文章对于如何更加精细的模拟流体做了全面的综述,重点从模拟方法、界面重构、边界控制及算法优化方面做了介绍与分析.  相似文献   

10.
动画驱动是一个将动作捕捉数据应用于虚拟角色的过程,而运动编辑则是对动画驱动后的数据进行编辑处理,这两项技术对动作捕捉技术的发展应用有着十分重要的意义成为近年来国内外研究的热点.详细介绍目前已有的动画驱动及运动编辑技术方法,分析比较各种方法的优缺点及存在的问题,并对未来的研究进行了展望.  相似文献   

11.
We present an algorithm for creating realistic animations of characters that are swimming through fluids. Our approach combines dynamic simulation with data-driven kinematic motions (motion capture data) to produce realistic animation in a fluid. The interaction of the articulated body with the fluid is performed by incorporating joint constraints with rigid animation and by extending a solid/fluid coupling method to handle articulated chains. Our solver takes as input the current state of the simulation and calculates the angular and linear accelerations of the connected bodies needed to match a particular motion sequence for the articulated body. These accelerations are used to estimate the forces and torques that are then applied to each joint. Based on this approach, we demonstrate simulated swimming results for a variety of different strokes, including crawl, backstroke, breaststroke, and butterfly. The ability to have articulated bodies interact with fluids also allows us to generate simulations of simple water creatures that are driven by simple controllers.  相似文献   

12.
数据驱动的人群场景动画合成方法   总被引:1,自引:1,他引:0  
为了向虚拟城区环境加入复杂而灵活的人群动画,提出一种数据驱动的人群场景动画合成方法.通过采集各种典型场景下人群流动的视频,提取出agent状态响应数据集;并将这些状态响应数据集嵌入到虚拟城区知识模型中.最后基于该虚拟城区知识模型实现了一个虚拟城区中人群流动场景的动画合成系统.  相似文献   

13.
An interactive data-driven driving simulator using motion blending   总被引:1,自引:0,他引:1  
Compared to the motion equations the data-driven method can simulate reality from sampling of real motions but real-time interaction between a user and the simulator is problematic. Existing data-driven motion generation methods simply record and replay the motion of the vehicle. Character animation technology enables a user to control motions that are generated by a motion capture database and an appropriate motion control algorithm. We propose a data-driven motion generation method and implement a driving simulator by adapting the method of motion capture. The motion data sampled from a real vehicle are transformed into appropriate data structures called motion blocks, and then a series of motion blocks are saved into the motion database. During simulation, the driving simulator searches for and synthesizes optimal motion blocks from the motion database and generates motion streams that reflect the current simulation conditions and parameterized user demands. We demonstrate the proposed method through experiments with the driving simulator.  相似文献   

14.
In this paper, we give an up-to-date survey on physically-based fluid animation research. As one of the most popular approaches to simulate realistic fluid effects, physically-based fluid animation has spurred a large number of new results in recent years. We classify and discuss the existing methods within three categories: Lagrangian method, Eulerian method and Lattice-Boltzmann method. We then introduce techniques for seven different kinds of special fluid effects. Finally we review the latest hot research areas and point out some future research trends, including surface tracking, fluid control, hybrid method, model reduction, etc. Supported partially by the National Basic Research Program of China (Grant No. 2009CB320804), and the National High-Tech Research & Development Program of China (Grant No. 2006AA01Z307)  相似文献   

15.
In this paper, we propose a hybrid (physical-stochastic) model of surface element (surfel) fluctuations for the visual simulation of an endlessly running water surface. This model comprises two main phases: preprocessing and endless animation phases. First, we simulate a physics-based method for a specific period of time during the preprocessing phase. We construct a stochastic vector field in the simulation, referred to as a Markov-Type Vector Field (MTVF), using only the surface values of the fluid flow. Next, we import the MTVF data into the main endless animation phase and create a surface fluctuation animation by surfels and temporary velocity field modeling of the MTVF using a random sample. In our approach, the surfel edges that cover the fluid flow domain are transferred simply via a temporary single velocity and the new flow surface is determined directly based on their positions. MTVF allows us to generate a water surface animation endlessly in real time without the time-consuming processes of solving the corresponding physical equations. We describe the MTVF construction method and the endless surface animation steps, as well as present the results of experiments that demonstrate the plausibility of our method.  相似文献   

16.
目前,对于水流动画模拟的研究已经取得了相当丰富的成果。基于物理模型的流体动画模拟的研究,需要计算流体力学和计算机图形学的交叉融合,根据其研究的背景与内容的不同,可分为两种类型。基于物理模型的流体动画模拟中描述流体运动的方法主要有两种,一种是Euler方法,另一种是Lagrange方法。Euler方法的主要缺点是难以处理流体的细节,Lagrange方法的优点就是能很好地表现流体的细节。由于Euler方法和Lagrange方法的这些特点,如果发展这两种方法的综合方法,则可取长补短。  相似文献   

17.
This paper presents an integrated set of methods for the automatic construction and interactive animation of solid systems that satisfy specified geometric constraints. Displacement contraints enable the user to design articulated bodies with various degrees of freedom in rotation or in translation at highes and to restrict the scope of the movement at will. The graph of constrained objects may contain closed loops. The animation is achieved by decoupling the free motion of each solid component from the action of the constraints. We do this with iterative tunings in displacements. The method is currently implemented in a dynamically based animation system and takes the physical parameters into account while reestablishing the constraints. In particular, first-order momenta are preserved during this process. The approach would be easy to extend to modeling systems or animation modules without a physical model just by allowing the user to control more parameters.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号