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1.
烟雾的快速模拟   总被引:7,自引:0,他引:7  
文章提出利用粒子系统和浓度场相结合的方法来模拟烟雾的运动与扩散.在粒子属性中加入一浓度函数,通过粒子作用半径及浓度函数的变化模拟烟雾的扩散,还通过粒子的运动及分裂反映风力场的作用.与原有的粒子系统相比,不仅增加了对烟雾扩散的描述,还可以用少量的粒子生成连续的浓度场,在很大程度上提高了计算速度.同时文章还给出了一种快速的烟雾绘制方法.  相似文献   

2.
基于粒子系统烟雾的模拟   总被引:1,自引:0,他引:1  
李松维  周晓光  王润杰  熊壮 《计算机仿真》2007,24(9):199-201,231
传统基于粒子系统烟雾的模拟无法模拟烟雾的扩散行为,而且需要大量粒子,因此满足不了虚拟战场逼真度和实时性的需要.提出一种基于粒子系统理论和离散浓度场相结合来模拟烟雾的算法.在粒子的属性中加人浓度属性,利用三维扩散方程的有限差分建立浓度场,浓度场的变化由浓度场内空间粒子的位置和扩散方程决定,通过浓度场的变化使粒子分裂来模拟烟雾的扩散,通过粒子的运动反映风场的作用.与传统的粒子系统相比,增加了对烟雾扩散的描述,大大降低粒子的数量,该算法保证了生成烟雾的逼真效果,满足了虚拟战场实时性需要.  相似文献   

3.
针对使用直接绘制法渲染烟雾时,在高网格分辨率下实时性差的问题,文中提出了一种新的基于纹理的烟雾渲染算法。该算法采用不可压缩的Navier—Stokes方程作为烟雾模拟的基本物理计算模型,从而保证烟雾物理运动的真实性,同时利用OpenGL中的纹理映射技术渲染烟雾,保证了烟雾渲染效果真实,烟雾模拟细节更能体现出来;另外文中还给出了在烟雾中添加障碍物时边界条件的计算方式。模拟实验结果表明,该算法既能满足烟雾模拟的实时性,又能真实有效地模拟烟雾流动情况。  相似文献   

4.
基于物理模型的实时卡通烟雾模拟算法   总被引:3,自引:0,他引:3       下载免费PDF全文
提出一种流体力学模型结合粒子系统的卡通烟雾实时模拟算法。通过Navier-Stokes方程建立烟雾流体场的物理模型,以保证运动轨迹真实感。为粒子属性引入浓度函数和作用半径,从而只需少量粒子就可快速获得浓度场分布。为了实现卡通化效果,使用代表动画师个人风格的卡通图元在不同浓度区域进行纹理贴图。试验结果证明,该算法高效快速,能实时生成自然生动的卡通烟雾效果。  相似文献   

5.
Although realistic textile rendering has been widely used in virtual garment and try-on systems, a robust method to simulate textile with a realistic appearance and high fidelity is yet to be established. We propose to use a novel hybrid geometric- and image-based rendering (GIBR) method to achieve photo realistic representation of textile products. The image-based technique, with its radiance synthesis algorithm, enables us to recover the reflectance properties of textile in an environment photo, and thus can render the appearance of textile material. The geometry-based technique, with its traditional illumination model of assigning illumination parameters extracted from the original scene (such as radiance and chroma dispatch), makes it possible to interactively manipulate 3D virtual objects in the “real” environment. Our realistic textile rendering method has advantages over the traditional ones in its easiness to implement and its wide range of applications.  相似文献   

6.
本文描述了一种利用基于Open GL三维纹理实现的直接体绘制方式显示流体模拟结果的方法。以JosStam的二维流体模拟模型为基础,扩展出三维流体模拟的模型;然后通过将密度场映射到三维纹理空间,实现实时的显示;并通过引入全局光照模型,得到真实感的渲染效果。最后通过与粒子系统进行对比,分析了本方法的显示效果优势。  相似文献   

7.
传统的基于流体动力学和光滑粒子动力学的烟雾绘制方法能模拟出逼真的爆炸烟雾,但性能太低使得其很难满足实时性要求;而一般的基于粒子系统的模拟算法主要针对一般烟雾,需要大量粒子数目且不能得到真实立体的爆炸烟雾效果。本文提出一种基于法线贴图的爆炸烟雾模拟算法,使用法线贴图模拟烟雾粒子的空间立体属性,对其进行随机光照计算,并根据时间衰减颜色;采用简单运动控制模型模拟爆炸烟雾的翻滚与扩散。实验表明,该算法使用很少粒子便能产生极高真实感的爆炸烟雾效果,并且具有很好的实时性。  相似文献   

8.
We present a novel approach to render low resolution point clouds with multiple high resolution textures – the type of data typical from passive vision systems. The low precision, noisy, and sometimes incomplete nature of such data sets is not suitable for existing point-based rendering techniques that are designed to work with high precision and high density point clouds. Our new algorithm – view-dependent textured splatting (VDTS) – combines traditional splatting with a view-dependent texturing strategy to reduce rendering artifacts caused by imprecision or noise in the input data.VDTS requires no pre-processing of input data, addresses texture aliasing, and most importantly, processes texture visibility on-the-fly. The combination of these characteristics makes VDTS well-suited for interactive rendering of dynamic scenes. Towards this end, we present a real-time view acquisition and rendering system to demonstrate the effectiveness of VDTS. In addition, we show that VDTS can produce high quality rendering when the texture images are augmented with per-pixel depth. In this scenario, VDTS is a reasonable alternative for interactive rendering of large CG models.  相似文献   

9.
火焰等无规则物体的模拟近年来成为计算机图形学中的一个研究热点。传统的基于粒子和纹理技术生成的火焰,并不能真实地反映物体的运动过程,生成的火焰效果图具有随机和生硬的特点。为了解决火焰模拟过程中难以实现的实时性和真实感的问题,文中采用一种基于物理模型的火焰实时渲染方法,应用有限差分法求解Navier-Stokes方程,采用半拉格朗日法求解平流项,扩散方程则利用隐式迭代方法进行求解,利用GPU强大的并行计算能力对求解过程进行加速,利用光线投射算法对火焰进行渲染,最后生成了逼真的火焰图像。实验结果表明该方法实现简单,渲染速度快,显示的效果真实。  相似文献   

10.
The present methodological development and the primary application field originate from diffusion tensor imaging (DTI), a powerful nuclear magnetic resonance technique which enables the quantification of microscopical tissue properties. The current analysis framework of separate voxelwise regressions is reformulated as a 3D space-varying coefficient model (SVCM) for the entire set of diffusion tensor images recorded on a 3D voxel grid. The SVCM unifies the three-step cascade of standard data processing (voxelwise regression, smoothing, interpolation) into one framework based on B-spline basis functions. Thereby strength is borrowed from spatially correlated voxels to gain a regularization effect right at the estimation stage. Two SVCM variants are conceptualized: a full tensor product approach and a sequential approximation, rendering the SVCM numerically and computationally feasible even for the huge dimension of the joint model in a realistic setup. A simulation study shows that both approaches outperform the standard method of voxelwise regression with subsequent regularization. Application of the fast sequential method to real DTI data demonstrates the inherent ability to increase the grid resolution by evaluating the incorporated basis functions at intermediate points. The resulting continuous regularized tensor field may serve as basis for multiple applications, yet, ameloriation of local adaptivity is desirable.  相似文献   

11.
The present methodological development and the primary application field originate from diffusion tensor imaging (DTI), a powerful nuclear magnetic resonance technique which enables the quantification of microscopical tissue properties. The current analysis framework of separate voxelwise regressions is reformulated as a 3D space-varying coefficient model (SVCM) for the entire set of diffusion tensor images recorded on a 3D voxel grid. The SVCM unifies the three-step cascade of standard data processing (voxelwise regression, smoothing, interpolation) into one framework based on B-spline basis functions. Thereby strength is borrowed from spatially correlated voxels to gain a regularization effect right at the estimation stage. Two SVCM variants are conceptualized: a full tensor product approach and a sequential approximation, rendering the SVCM numerically and computationally feasible even for the huge dimension of the joint model in a realistic setup. A simulation study shows that both approaches outperform the standard method of voxelwise regression with subsequent regularization. Application of the fast sequential method to real DTI data demonstrates the inherent ability to increase the grid resolution by evaluating the incorporated basis functions at intermediate points. The resulting continuous regularized tensor field may serve as basis for multiple applications, yet, ameloriation of local adaptivity is desirable.  相似文献   

12.
Zhou  Pengbo  Li  Kaiyue  Wei  Wei  Wang  Zhe  Zhou  Mingquan 《Multimedia Tools and Applications》2020,79(23-24):16441-16457

The three-dimensional (3D) modeling of Chinese landscape painting is of great significance for the digital protection of cultural heritage and the production of virtual reality content. A fast modeling method to create 3D landscape scenes for traditional Chinese painting is proposed in this paper, based on integrated terrain modeling and the water flow rendering algorithm. A height map generation algorithm based on auxiliary lines is first proposed to carry out fast modeling from a simple two-dimensional contour to create a 3D mountain model. A realistic flow simulation that fits the topography is then undertaken, based on a flow chart which is calculated using the particle force in the normal grid of topography, and the theory of smoothing particle hydrodynamics. Finally, a stylistic scene that conforms to the artistic concept of traditional Chinese painting is acquired by optimizing the parameters. The interactive modeling platform of the integrated algorithm is tested in this study, and compared with existing research. Results show the method can achieve real-time rendering and realistic rendering to rapidly generate a 3D scene model consistent with a traditional painting scene, and provide support for the follow up development of virtual reality applications.

  相似文献   

13.
基于粒子系统的林火实时绘制研究及实现   总被引:9,自引:0,他引:9       下载免费PDF全文
为了满足林火图像实时绘制的需求,在总结近几年国内外对粒子系统的研究及对林火的认识的基础上,提出了一种适合大场景林火实时绘制的新型粒子系统模型。该模型对传统粒子的属性定义、基本粒子的运动及基本粒子的绘制等方面均做了补充和改进,并且采用硬件加速纹理技术提高了绘制的效果和效率,应用结果表明,该模型可以实时绘制出效果逼真的火焰图像,此模型所采用的技术也适用于其他不规则物体(如:烟、云等)的绘制。  相似文献   

14.
针对飞机的虚拟飞行仿真中,飞行事故仿真的真实感不强的问题,基于粒子系统, 结合动力学模型,实时渲染了爆炸、火焰、烟雾等飞行事故常见特效。使用四边形粒子代替传统 点粒子,结合纹理映射技术和融合技术,将真实感较强的纹理贴图与背景的帧缓存按照预设的融 合因子进行深度融合,提高了特效的真实感和实时性。通过粒子系统碰撞检测的方法,模拟烟雾 在飞机机舱内扩散,与舱壁发生碰撞的效果。搭建出模拟飞行的虚拟现实仿真系统,实现真实感 和沉浸感都很强的飞机爆炸、起火和冒烟等事故场景实时仿真。  相似文献   

15.
为了提高烟雾模拟的真实感,提出了一种基于直接投射扩散的烟雾阴影实时生成算法。该方法将3维烟雾密度场直接投射到2维平面上,并保存于光亮缓存中,首先生成一张能描述阴影浓度信息的阴影纹理;然后为了解决阴影浓度过估计问题,还新颖地采用流体力学领域的扩散方程来修正浓度分布情况;最后,在可编程图形硬件上,采取投影纹理映射技术将阴影纹理投射到场景中的相应表面。实验证明,该方法所需计算开销小,能简单高效地实时生成计算机3维游戏和动画的烟雾阴影效果。  相似文献   

16.
基于局部力场的粒子系统仿真   总被引:2,自引:0,他引:2  
粒子系统是迄今为止被认为模拟不规则模糊物体最成功的一种图形生成算法。该文首先是对粒子系统的关键技术及其发展进行简要地论述。然后针对粒子系统的实时性与真实感的问题提出一种局部力场的方法。这种方法的实现并不是让每一个力场都作用于所有粒子,而是让其有一定的作用范围,当粒子进入到这个范围后才受到本力场作用。如此可以减少复杂度,而且能较灵活地实现多种多样的行为效果。最后该文应用这种方法实现了礼花、火焰、烟等几个典型的粒子系统实例,并对实现中的关键技术进行了详细论述。  相似文献   

17.
18.
We present photon beam diffusion, an efficient numerical method for accurately rendering translucent materials. Our approach interprets incident light as a continuous beam of photons inside the material. Numerically integrating diffusion from such extended sources has long been assumed computationally prohibitive, leading to the ubiquitous single‐depth dipole approximation and the recent analytic sum‐of‐Gaussians approach employed by Quantized Diffusion. In this paper, we show that numerical integration of the extended beam is not only feasible, but provides increased speed, flexibility, numerical stability, and ease of implementation, while retaining the benefits of previous approaches. We leverage the improved diffusion model, but propose an efficient and numerically stable Monte Carlo integration scheme that gives equivalent results using only 3–5 samples instead of 20–60 Gaussians as in previous work. Our method can account for finite and multi‐layer materials, and additionally supports directional incident effects at surfaces. We also propose a novel diffuse exact single‐scattering term which can be integrated in tandem with the multi‐scattering approximation. Our numerical approach furthermore allows us to easily correct inaccuracies of the diffusion model and even combine it with more general Monte Carlo rendering algorithms. We provide practical details necessary for efficient implementation, and demonstrate the versatility of our technique by incorporating it on top of several rendering algorithms in both research and production rendering systems.  相似文献   

19.
Particle-based simulations are widely used to simulate fluids. We present a real-time rendering method for the results of particle-based simulations of water. Traditional approaches to visualize the results of particle-based simulations construct water surfaces that are usually represented by polygons. To construct water surfaces from the results of particle-based simulations, a density function is assigned to each particle and a density field is computed by accumulating the values of the density functions of all particles. However, the computation of the density field is time consuming. To address this problem, we propose an efficient calculation of density field using a graphics processing unit (GPU). We present a rendering method for water surfaces sampled by points. The use of the GPU permits efficient simulation of optical effects, such as refraction, reflection, and caustics.  相似文献   

20.
Conclusion Four decades of sporadic invention and experimentation of and with non-traditional human-computer interface schemes have congealed (somewhat abruptly though not without a few clear-sighted antecedents) into a new field of information system design, here calledAntisedentary Beigeless Computing, that consciously rejects the traditional conception of isolated tete-a-tete between the human and the box-CRT-keyboardmouse. ABC systems instead favour the complementary directions away from this notion of an immobile info-shrine: more personal, intimate, and portable information access; and more diffuse, environmentally-integrated information access. Consideration of ABC projects to date seems to suggest that no single instance can alone express the full generality required of a ‘working’ information system, so that (on the one hand) system design must acknowledge that a complex set of trade-offs involving capabilities, universality, specificity, personalization, and generality is inescapable; while (on the other hand) an ideal, eventual ‘information environment’ will inevitably comprise the careful interweaving of some number of individual ABC systems. Taxonomies and classification schema can rarely hope to be found complete or flawless before the collection of items that they purport to describe have themselves reached the evolutionary stasis of ‘adulthood’ — that is, there is typically some threshold of development or growth beyond which few enough surprises lurk that an encompassing taxonomy can be constructed and observed to reliably encompass, in the longer term. The domain of ABC thought is still quite nascent, and so we would be foolish to assume that all its extremities of form and connotation are now visible, but to the extent that we can already see the outlines of a ‘field’ it is reasonable to make a first run at an analytic taxonomy. The ‘independent character axes’ approach presented here seems broad and loose enough to accommodate any number of additions to the basic stable of ABC systems. It is, further, a taxonomy amenable to significant revision as may be found necessary: axes can be added, deleted, reconstrued, etc. as time and consideration clarify our understanding of ABC. However, it should also be anticipated that the field will eventually coalesce around a much smaller number of better-defined ‘axes’ and thus permit taxonomic reversion to the more hierarchical (and finally more satisfying) ‘Linnean’ scheme we'd originally imagined establishing.  相似文献   

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