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1.
基于GPU的海浪特效实时渲染   总被引:1,自引:0,他引:1  
对于海浪特效的模拟能有效增强海洋场景仿真的真实感,模拟的实时性也是海洋场景仿真系统的重要需求之一.为了实现基于GPU的海浪特效实时渲染,以PM海浪谱为基础进行了研究,从而生成海浪高度场,并结合视相关反投影方法生成海浪网格,采用硬件着色器进行基于物理光照模型的实时光照处理,生成了具有较强真实感的海面效果,较好地满足了时渲染场景实时性和真实感的要求,达到了实时视景仿真系统中对海洋模块的实时仿真要求.  相似文献   

2.
大规模海浪场景的真实感绘制   总被引:3,自引:2,他引:3  
针对计算机图形学中大规模海浪场景绘制的难题,提出一种实时绘制高真实感海浪的方法.首先提出同心圆网格模型来模拟海浪表面;然后利用基于GPU的快速傅里叶变换方法生成海浪高度图,并模拟了Choppy波,减轻了磁砖效应.分别采用立方体纹理映射、平面反射及Phong镜面反射技术模拟海面对天空、景物、太阳的反射效果,并在海面的折射效果中考虑了海水深度的影响.最后模拟了海浪中的泡沫以及景物在海面上的阴影效果.该方法已成功地应用在航海模拟器中.  相似文献   

3.
基于物理模型的近岸海浪建模与实时绘制   总被引:1,自引:0,他引:1       下载免费PDF全文
提出一种可以逼真地模拟大面积近岸海浪的方法。首先利用Boussinesq类方程求得指定海域一段时间内的海面运动序列;然后通过对此序列进行重建,得到"无限"长的海面运动序列;最后把相应的海面高度场作为顶点纹理进行绘制。在绘制时采用视点相关的海面网格,达到实时绘制的效果。实验表明,该方法模拟的大面积近岸海浪真实感强,绘制速度快,适合于实时仿真应用。  相似文献   

4.
动态天空环境下的实时海洋渲染   总被引:3,自引:3,他引:0  
提出一种用于对完整海洋环境模型进行实时渲染的方法,包括天空球、大气系统和海浪模型.天空球采用纹理扰动的方法实现了云层飘动;大气系统考虑了大气的散射和吸收效应;海浪模型采用简单的正弦波构造海浪表面网格,并利用bump map法向扰动方法实现了海浪表面的凸凹效果,海浪的光照计算是通过对天空球采样得到入射光,再根据镜面反射得到反射光.最后给出了通过GPU硬件加速的实现实例以及在海战模拟中的实际应用.实例表明:该算法实现简单、绘制效率高,具有较高的真实感.  相似文献   

5.
杨首峰  刘建波 《微机发展》2013,(4):11-14,19
为了模拟出具有实时性和真实感的大范围海水场景,提出了一种绘制的方法,该方法使用了存在于投影空间的海面网格模型。同时,为了使海浪模拟的真实感更强,也未采用以往基于Perlin噪音的产生海浪高度图的方法,而是采用了更复杂的基于统计模型与快速傅立叶变换(FFT)的波浪生成方法。其次通过立方体纹理实现了海水对天空盒的反射效果,并运用Phone光照模型实现了海浪的反射。此外充分地利用了GPU硬件的特性和ping pong绘制技巧。实验证明该方法能快速模拟出实时、逼真的海水的场景。  相似文献   

6.
一种面向虚拟环境的真实感水波面建模算法   总被引:13,自引:0,他引:13  
给出了一种新型的模拟真实感水波面的建模算法.引入Perlin噪声作为水面高度场动态变化的激励源,依靠噪声的平滑特性来模拟水面连续动荡变化的效果.为了避免对每个水面网格点进行噪声计算,使用了准均匀B样条曲面来构造水波面,将噪声施加于B样条曲面的特征控制点,间接地控制水面高度场,这样在不增加噪声计算量的情况下可以对水面进行高分辨率的细分,而B样条曲面的生成速度依靠图形硬件的加速功能得以保证.用独立于视点的Cube Map纹理映射技术模拟了水面的反射效果,用跟踪视向量对应的折射向量的方法模拟了折射效果.实践证明,用该算法模型在普通PC平台上即可实时模拟真实感水波面.  相似文献   

7.
海洋工程领域中的浮式结构物设计,需要精确计算海浪载荷,保证满足稳定性和安全性。该文利用MATLAB对Longuet-Higgins长峰波海浪模型和三维不规则短峰波随机海浪模型进行了仿真研究。结果表明,利用海浪谱来模拟三维随机海浪能够得到比较精确的海浪波面图和波高值,进一步根据流体的势流理论就可以分析计算出该结构物受到的海浪载荷,为校验结构物的结构强度提供了必要的基础。  相似文献   

8.
虚拟海洋场景的实时模拟研究与实现   总被引:1,自引:0,他引:1  
为了提高虚拟海洋场景的实时性和真实感,提出了用多重Perlin噪声的叠加和波浪粒子相结合的方法建立实时海洋动画系统.该系统采用Perlin噪声和投影网格绘制技术模拟海面几何形态;并采用Perlin噪声和波浪粒子来跟踪水波的运动,从而快速、简便地实现了水上物体运动产生的水波特效;在光影效果上加入纹理技术建立光照模型,生成了复杂的、真实感强的海洋场景.仿真实验结果表明,该方法适用于大多数流体的模拟,渲染的海洋场景具有很好的真实感和时效性.  相似文献   

9.
基于模型的海浪模拟仿真   总被引:2,自引:1,他引:2  
在计算机图形学领域,自然景物的模拟一直都是一项研究重点.由于不规则性和随机性,要对水波特别是波浪进行逼真地模拟较为困难.研究了借助几何模型模拟自然界中海浪的运动,通过图形学中的真实感处理,得到逼真的海浪波动效果.在研究过程中首先是建立简单的海浪模型,通过辅助衰减函数将其改进,以符合海浪运动的物理规律,同时加入了动态变化的影响因子以增加海浪运动的随机性.结果表明,该模型可以较为真实的模拟海浪的基本运动.  相似文献   

10.
海浪的实时视景仿真   总被引:13,自引:2,他引:11  
该文研究了如何解决海浪的实时视景仿真问题。着重从仿真的实时性和真实感的角度出发,建立了基于海浪谱的不同波级的海浪的仿真模型,详细讨论了海浪数学模型中参数的求法,并探讨了在海浪的实时绘制过程中采取的措施。  相似文献   

11.
针对常见三维场景中水面特效真实感与实时性较难平衡的现状,提出了一种基于Gerstner波模型的水面特效模拟方法。对振幅添加了随机扰动,使得波动更具有变化;在将叠加后Gerstner波分为大波与小波的基础上,通过改变不同类型波的参数可方便地控制波形;最后引入反射率与透明度以适应不同的环境与水体。实验结果表明,新的模型不仅呈现出更加真实的水面特效,而且得到了比较理想的渲染速度。  相似文献   

12.
王相海  李婷婷 《计算机科学》2011,38(10):259-262
提出一种基于几何的快速海浪建模方法,即将人眼对海浪的观察感知结合到对海平面网格的区域剖分中,对 人眼不敏感区域进行网格粗剖分,而对人眼敏感区域进行网格细剖分,进一步对不同区域采用不同的数学函数或不同 的参数控制来模拟海浪的涌动,同时通过设置相应的随机过程来增加敏感区域海浪的细节运动模拟。所提出的方法 具有实现简单、计算消耗小、算法易于实现等优点,可满足游戏、动画等应用场景对海浪背景的实时性要求。仿真试验 结果验证了模型的有效性。  相似文献   

13.
A new numerical method has been developed to propagate short wave equation pulses over indefinite distances and through regions of varying index of refraction, including multiple reflections. The method, “Wave Confinement”, utilizes a newly developed nonlinear partial differential equation that propagates basis functions according to the wave equation. These basis functions are generated as stable solitary waves where the discretized equation can be solved without any numerical dissipation. The method can also be used to solve for harmonic waves in the high frequency (Eikonal) limit, including multiple arrivals. The solution involves discretizing the wave equation on a uniform Eulerian grid and adding a simple nonlinear “Confinement” term. This term does not change the amplitude (integrated through each point on the pulse surface) or the propagation velocity, or arrival time, and yet results in capturing the waves as thin surfaces that propagate as thin nonlinear solitary waves and remain 2–3 grid cells in thickness indefinitely with no numerical spreading. With the method, only a simple discretized equation is solved each time step at each grid node. The method can be contrasted to Lagrangian Ray Tracing: it is an Eulerian based method that captures the waves directly on the computational grid, where the basic objects are codimension 1 surfaces (in the fine grid limit), defined on a regular grid, rather than collections of markers. In this way, the complex logic of current ray tracing methods, which involves allocation of markers to each surface and interpolation as the markers separate, is avoided.  相似文献   

14.
《Environmental Software》1992,7(3):165-173
A dynamic computer simulation model is implemented to simulate wave-induced transport of bed and suspended material, and the associated development of nearshore profiles. The model uses the Airy, Stokes', cnoidal and solitary wave theories to compute the height, length, celerity, steepness, breaker indices, and horizontal, veritical, mass drift and orbital velocities of random waves propagating along a flat slope. With shoreward wave propagation both bed and suspended loads are computed at discrete grid points.The FORTRAN '77 simulation program is executed for 3000 iterations, with each iteration corresponding to one twelfth of a tidal cycle. The simulated results demonstrate that sediment movement is controlled by the magnitude of the drift, orbital and horizontal wave velocity components, with wave breaking having a direct influence on the deposition of transported bed load. The shallow water regions of cnoidal and solitary waves are characterized by the presence of high concentrations of suspended material. Over the runlength of the simulation, transport of bed and suspended material cause the initialized profile state to change through a sequence of ill-defined transient states to a final morphological state. Examination of the sequence of profile states indicate weak resemblances of barred and nonbarred profile configurations.  相似文献   

15.
商柳  冯笑冰  朱登明  王兆其  王永健 《软件学报》2016,27(10):2600-2611
大面积水面及波浪的快速建模与可控动画一直是计算机图形学研究的热点问题之一,但是由于天然波浪的复杂性与不规则性,现有的波浪模拟方法无法在计算效率与真实感之间很好的权衡.本文针对此问题,以近岸涌浪为对象,研究波浪形态特征的表示与提取方法,快速生成可控的波浪动画.首先以波浪视频为数据源,利用数学形态学算法从水面视频图像中提取出涌浪骨架特征;然后根据此特征控制涌浪形状与高度,重用高度场数据生成可控的更加多样的近岸涌浪运动形态,克服了流体动画计算效率低下且难以交互控制的缺点.实验表明本文提出的方法能够以简单直观的控制方式,快速实现用户期望的变形效果.  相似文献   

16.
This paper describes an implementation of a three-component, three-dimensional plane wave migration method to image P-to-S converted waves that arrive following the direct P waves of teleseismic earthquakes. The programs described assume that the input data have been deconvolved to produce a set of vector impulse response functions with the initial P pulse centered at time 0. This method was implemented as three different application programs called pwstack, pwmig, and gridstacker. pwstack produces local-scale plane wave decompositions using the pseudostation concept. The output of pwstack is an estimate of the plane wave response over a grid of slowness vectors interpolated onto a regular grid in space. The Gaussian smoother that is used for the pseudostation method has the additional benefit of serving as a type of spatial antialiasing filter. The program called pwmig takes the output of pwstack and inverts the plane wave data for radial and transverse scattering potential using an inverse generalized Radon transform. Data can be back-projected using a conventional longitudinal, radial, transverse coordinate system or a novel depth-variable method that computes a transformation matrix linking each vector sample to an equivalent dipping-layer coordinate system at the corresponding scattering point. Because pwmig is a prestack method, a final program, gridstacker, is needed to stack data from multiple events that characterize real data. gridstacker is a general solution for stacking data with different grid geometries and variable data quality. Weighting functions can be defined externally by a user-supplied recipe or one can use a set of robust estimation methods coded in gridstacker. The programs are validated with simulation data produced by recently developed elastic finite-difference code and a model that simulates the edge of a subduction zone. Finally, I show an example of an application of these programs to image the western United States with the USArray.  相似文献   

17.
针对大规模水面固流交互模拟过程中物体运动和水波扩散不真实且实时性差的问题,提出一种大规模水环境实时交互绘制方法.首先采用分区模拟的方法取代传统的整体高度细节方法,实时模拟大型水域环境,降低计算复杂度;然后在物体运动过程中引入波浪力,结合自定义风力因子实现物体随波逐流的运动效果;在交互波生成过程中,引入正态分布函数对物体三角形面片进行计算,以增强水面波生成的真实感;最后采用结合流体黏度和表面污染形成的衰减公式来改进波动方程,使水波扩散效果更加平滑稳定.实验结果表明,在保证实时性的基础上,该方法能更真实地模拟物体在水面上的运动,同时有效地表现交互过程中水波的生成与扩散过程.  相似文献   

18.
为有效地模拟三维波浪,从已有的统计观测结果出发,应用P-M谱和SWOP方向函数的基础上,建立了风浪的三维随机波面数学模型,该模型采用多个随机余弦波叠加来模拟随机波浪曲面。最后利用Matlab实现了该算法,结果表明这种方法能有效地模拟三维随机海浪。  相似文献   

19.
针对船舶在斜浪中的多自由度耦合运动问题, 建立了三维粘性流耐波性数值波浪水池, 采用边界条件造波法生成高精度的斜向规则波, 通过同时求解RANS方程和刚体运动学方程, 结合网格整体移动方法和滑移网格方法, 实现了船舶斜浪航行的垂荡、纵摇及横摇三自由度耦合运动数值模拟。给出了DTMB5512船模斜浪中的垂荡、纵摇及横摇的频率响应函数, 与线性切片理论计算结果进行比较, 吻合良好。该方法可为船舶斜浪航行的耐波性预报提供一种有效的途径。  相似文献   

20.
In this paper we introduce and apply a novel approach for self-organisation, partitioning and pattern formation on the non-oriented grid environment. The method is based on the generation of nodal patterns in the environment via sequences of discrete waves. The power of the primitives is illustrated by giving solutions to two geometric problems using the broadcast automata model arranged in an integer grid (a square lattice) formation. In this model automata cannot directly observe their neighbours?? state and can only communicate with neighbouring automata through the non-oriented broadcast of messages from a finite alphabet. In particular we show linear time algorithms for the problem of finding the centre of a digital disk starting from any point on the border of the disc and the problem of electing a set of automata that form the inscribed square of such a digital disk. Possible generalizations and applications of techniques based on nodal patterns and the construction of different discrete wave interference pictures are discussed in the conclusion.  相似文献   

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