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1.
采用非均匀梁作为树枝物理模型,分析了梁的弯曲效应,推导出挠度曲线表达式,并对其运用多项式最小二乘法拟合,将拟合后的简洁表达式预计算于纹理中,有效降低了实时计算量。为平衡CPU与GPU的负载,设计了分层次的树木结构模型,将力学分析计算转移到GPU上进行,同时避免了将树枝分段计算导致段间断裂现象及分段过大引起模拟效果过于粗糙的缺点。实验表明,该方法能完全实时、真实地模拟出风中树木动画的物理效果,解决了目前树木物理动画速度太慢不能实时模拟的不足。  相似文献   

2.
This paper presents a real-time method to animate complex scenes of thousands of trees under a user-controllable wind load. Firstly, modal analysis is applied to extract the main modes of deformation from the mechanical model of a 3D tree. The novelty of our contribution is to precompute a new basis of the modal stress of the tree under wind load. At runtime, this basis allows to replace the modal projection of the external forces by a direct mapping for any directional wind. We show that this approach can be efficiently implemented on graphics hardware. This modal animation can be simulated at low computation cost even for large scenes containing thousands of trees.  相似文献   

3.
李峰  顾文晓  曾兰玲 《计算机科学》2012,39(11):254-260
提出了一种真实感较强的模拟树在风中摇曳的方法。该方法采用I、系统建立树的有限元模型。引入Pcrlin 噪声函数建立具有自然风的1/f波动特性的风速模型;采用材料力学中梁的运动模型模拟枝干受风力弯曲。详细分 析了树对风的遮挡:枝干遮档和叶子遮档,即风场与树之间的“流固藕合”现象,特别是在处理枝干遮挡过程中,采用了 流体力学中的圆柱绕流模型。实验结果表明,该方法模拟的风吹树动效果逼真,可以达到实时显示的效果。  相似文献   

4.
树木的整体性运动及树内部风场的研究   总被引:8,自引:0,他引:8  
树木的结构和物理性质的复杂性使得人们很难对其进行动态模拟.该文提出一个深度优先的数值积分遍历算法,把树作为一个整体考虑,求得整棵树协调一致的位移,较好地表现了树的整体动感.此算法作为一个整体性算法也可推广用于其他树种的模拟.另外,文章还分析了枝条对风的遮挡关系,包括过遮挡、孔洞、狭长缝隙及透射.基于Z-buffer算法思想对这些遮挡关系进行了处理,取得了令人满意的效果.  相似文献   

5.
基于分形三维L系统的真实树木摇曳动态模拟   总被引:1,自引:0,他引:1  
如何真实且快速地模拟树在风中的自然摇曳是计算机图形学中一个非常具有挑战性的问题。针对树在风中的摇曳变形,提出了一种将分形技术和物理力学变形技术相结合的方法。该方法首先利用分形技术建立了树木模型,然后根据风力级数的强弱模拟风场,并结合树的层次结构特点,给出了风力模型,在此基础上根据物理力学原理进一步模拟了树的摇曳变形。实验表明,用该算法模拟树在风中的摇曳,可以简便快速地得到效果较好的动画系列画面,生成的树木逼真且多姿多态。  相似文献   

6.
杨猛  吴恩华 《软件学报》2011,22(8):1934-1947
提出了一种应用物理学原理的树枝和雨滴交互作用的真实感动态仿真技术.树枝和叶柄被描述为一种方便由4种弹簧控制的三棱柱弹簧模型(extended three-prism spring model,简称ETPSM).树枝、树叶的运动源于树枝系统与雨滴相互之间能量的双向转换.二者之间的交互作用可以通过一种高效的技术很好地模拟.该技术被专门设计用来模拟液体在具有亲水性的非刚体表面上运动.当雨滴撞击树枝后,树枝会发生震动与转动;雨滴会沿着树叶表面流动,合并成一个更大的雨滴或者悬挂在叶片边缘;当雨滴从树叶边缘落下后,树枝会弹起并恢复到原来的位置.实验结果表明,该技术能够高效、真实地仿真雨滴撞击树枝系统后的相互作用效果,同时可以简单而有效地模拟杆状物体在外力作用下的弹性形变,诸如旋转、震动等.  相似文献   

7.
A hybrid method for real-time animation of trees swaying in wind fields   总被引:4,自引:0,他引:4  
Trees are one of the most important elements of natural landscapes. Therefore, in computer graphics, there is a great demand for methods to realize the natural representation of trees in virtual landscapes in various fields such as the entertainment industry or environmental assessment in construction. Many studies have been made on techniques in which the shapes of trees are modeled but only a few studies have been reported on methods to incorporate the shapes with motions in a wind field. Most of these studies use physical simulation techniques based on the equations of motion to generate the branch motions and cannot realize the motions of individual leaves. In this paper, we propose a method to create the natural motions of individual leaves and branches swaying in a wind field. The proposed method uses a hybrid approach combining a stochastic method and a simulation method. The stochastic method is based on 1/f noise, which is observed in various natural phenomena, and provides natural motion to leaves and branches. In addition, a simple simulation method based on the spring model is applied to branches to enhance the reality of their motions. This method enables the real-time creation of the leaf and branch motions. Diverse motions according to tree species and shapes and wind conditions can be easily realized by controlling the parameters.  相似文献   

8.
一种树木折枝现象的仿真算法   总被引:1,自引:0,他引:1  
孙金萍 《计算机应用》2013,33(2):522-529
为了快速真实地模拟风力过大引起的树木折枝现象,提出了一种仿真算法。首先结合噪声函数给出一个风场模型,然后应用材料力学知识分析树枝的运动细节后得出树枝的变形参数,并将变形参数加入到树木的分形几何解释中,最后在此基础上设计了树木折枝的可视化仿真方法。该算法可以通过调整风场模型中的参数得到不同风力作用下树木折枝的可视化仿真效果。仿真结果表明了算法的正确性和有效性,能够为统计树木受灾情况提供参考依据。  相似文献   

9.
孙金萍  唐翔  孙天凯 《计算机应用》2012,32(11):3240-3242
针对树木在风中摇曳的自然现象,提出风力过大引起的折枝现象的模拟。采用Perlin噪声函数模拟动态风场变化,应用动力学知识分析树枝的运动细节得出树枝变形的公式,加入到字符龟解释中,并使用多种规则表达式进行编程实现。实验结果表明树枝在风场作用下作为一个整体运动并最终随机断裂,符合物理上的连续性和一致性。该方法模拟的树木折枝逼真,可应用于游戏、娱乐等行业的形态模拟中。  相似文献   

10.
建立了阔叶树在风中的摇曳的有限元模型.考虑了风场与和树之间流固耦合效应,探讨了由平均风压和旋涡脱落引起的2种不同的振动模式,提出一种加速有限元求解的虚拟材料法.通过该模型可以模拟不同风力等级下树的晃动,树的晃动程度与风力等级表中的相符;并通过模拟结果数据库,可生成树在风中摇曳的动画.  相似文献   

11.
General-purpose graphics processing unit (GPGPU) plays an important role in massive parallel computing nowadays. A GPGPU core typically holds thousands of threads, where hardware threads are organized into warps. With the single instruction multiple thread (SIMT) pipeline, GPGPU can achieve high performance. But threads taking different branches in the same warp violate SIMD style and cause branch divergence. To support this, a hardware stack is used to sequentially execute all branches. Hence branch divergence leads to performance degradation. This article represents the PDOM (post dominator) stack as a binary tree, and each leaf corresponds to a branch target. We propose a new PDOM stack called PDOM-ASI, which can schedule all the tree leaves. The new stack can hide more long operation latencies with more schedulable warps without the problem of warp over-subdivision. Besides, a multi-level warp scheduling policy is proposed, which lets part of the warps run ahead and creates more opportunities to hide the latencies. The simulation results show that our policies achieve 10.5% performance improvements over baseline policies with only 1.33% hardware area overhead.  相似文献   

12.
Aerodynamic force models for animating cloth motion in air flow   总被引:4,自引:1,他引:3  
This paper is focused on the analysis of the intersection between the air-flow field around a piece of cloth and the motion of the cloth in order to animate realistically the cloth motion in the air flow. Two force models, based on aerodynamic theory, have been established to calculate the force distribution of the air flow on a cloth surface. The quasi-steady force model deals with the cases in which the free stream velocity of the relative air flow changes slightly or slowly, whereas the unsteady force model deals with unsteady air flows. The resulting force distributions are coupled with a cloth-deformation model based on structural dynamics to compute the displacement and deformation of cloth under these forces. This solution cycle is repeated and the time histories of the cloth motion can be obtained which form the basis of the computer animation of cloth motion in air flow. Animation results of the movement of a piece of curtain in free air under various air flow conditions are presented to compare the performances of the two force models.  相似文献   

13.
Modeling natural elements such as trees in a plausible way, while offering simple and rapid user control, is a challenge. This paper presents a method based on a new structure from silhouettes paradigm. We claim that sketching the silhouettes of foliage at multiple scales is quicker and more intuitive for a user than having to sketch each branch of a tree. This choice allows us to incorporate botanical knowledge, enabling us to infer branches that connect in a plausible way to their parent branch and have a correct distribution in 3D. We illustrate these ideas by presenting a seamless sketch-based interface, used for sketching foliage silhouettes from the scale of an entire tree to the scale of a leaf. Each sketch serves for inferring both the branches at that level and construction lines to serve as support for sub-silhouette refinement. When the user finally zooms out, the style inferred for the branching systems he has refined (in terms of branch density, angle, length distribution and shape) is duplicated to the unspecified branching systems at the same level. Meanwhile, knowledge from botany is again used for extending the branch distribution to 3D, resulting in a full, plausible 3D tree that fits the user-sketched contours. As our results show, this system can be of interest to both experts and novice users. While experts can fully specify all parts of a tree and over-sketch specific branches if required, any user can design a basic 3D tree in one or two minutes, as easily as sketching it with paper and pen.  相似文献   

14.
Animating trees in wind has long been a problem in computer graphics. Progress on this problem is important for both visual effects in films and forestry biomechanics. More generally, progress on tree motion in wind may inform future work on two‐way coupling between turbulent flows and deformable objects. Synthetic turbulence added to a coarse fluid simulation produces convincing animations of turbulent flows but two‐way coupling between the enriched flow and objects embedded in the flow has not been investigated. Prior work on two‐way coupling between fluid and deformable models lacks a subgrid resolution turbulence model. We produce realistic animations of tree motion by including motion due to both large and small eddies using synthetic subgrid turbulence and porous proxy geometry. Synthetic turbulence at the subgrid scale is modulated using turbulent kinetic energy (TKE). Adding noise after sampling the mean flow and TKE transfers energy from small eddies directly to the tree geometry. The resulting animations include both global sheltering effects and small scale leaf and branch motion. Viewers, on average, found animations, which included both coarse fluid simulation and TKE‐modulated noise to be more accurate than animations generated using coarse fluid simulation or noise alone.  相似文献   

15.
We present a mathematical model for animating trees realistically by taking into account the influence of natural frequencies and damping ratios. To create realistic motion of branches, we choose three basic mode shapes from the modal analysis of a curved beam, and combine them with a driven harmonic oscillator to approximate Lissajous curve which is observed in pull-and-release test of real trees. The forced vibration of trees is animated by utilizing local coordinate transformation before applying the forced vibration model of curved beams. In addition, we assume petioles are flexible to create natural motion of leaves. A wind field is generated by three-dimensional 1/f β noises to interact with the trees. Besides, our animation model allows users to interactively manipulate trees. We demonstrate several examples to show the realistic motion of interactive trees without using pre-computation or GPU acceleration. Various motions of trees can be achieved by choosing different combinations of natural frequencies and damping ratios according to tree species and seasons.  相似文献   

16.
风场作用下的动态森林场景的实时仿真   总被引:4,自引:1,他引:3  
为真实地模拟树在风中摇曳的动态效果,将风场视为一个随机过程(场),利用谱分析的方法生成给定条件下的风速矢量场;进而采用简化的动力学方程,实时计算风力作用下树的位移和形变.采用一种混合式几何和图像的表示方法对树木进行参数化建模,并在模型中内建多个细节层次,以便加速场景视点相关的绘制.综合以上算法的交互式漫游系统能实时地模拟包含数千棵树的森林场景在风场作用下的动态效果,初步满足了虚拟现实、战场仿真与数字娱乐等应用的要求.  相似文献   

17.
Motion capture is often retargeted to new, and sometimes drastically different, characters. When the characters take on realistic human shapes, however, we become more sensitive to the motion looking right. This means adapting it to be consistent with the physical constraints imposed by different body shapes. We show how to take realistic 3D human shapes, approximate them using a simplified representation, and animate them so that they move realistically using physically‐based retargeting. We develop a novel spacetime optimization approach that learns and robustly adapts physical controllers to new bodies and constraints. The approach automatically adapts the motion of the mocap subject to the body shape of a target subject. This motion respects the physical properties of the new body and every body shape results in a different and appropriate movement. This makes it easy to create a varied set of motions from a single mocap sequence by simply varying the characters. In an interactive environment, successful retargeting requires adapting the motion to unexpected external forces. We achieve robustness to such forces using a novel LQR‐tree formulation. We show that the simulated motions look appropriate to each character's anatomy and their actions are robust to perturbations.  相似文献   

18.
To solve skeleton extraction problems in the tree point cloud model, branch geometric features and local properties of point cloud are utilized to optimize tree skeleton extraction. First of all, according to the attribute information estimation and normal vector adjustment of point cloud neighbor domain, branch segmentation is made by estimated values and geometric features. Skeleton nodes are extracted in the branch subset in segmentations. Then, a graph is constructed based on skeleton node set and tree skeleton is reconstructed in this weighted directed graph. Finally, according to the tree growth characteristics, cubic Hermite curves are utilized to optimize the skeleton curve. This method is applied in the point cloud model of three-kind trees and it is compared with the skeleton extraction method based on voxel switch and point cloud contraction. The experiment results show that this method displays strong anti-interference and high-precision characteristics at branch bifurcation and crossed ending parts of fine tree branches. Thus, features of tree branches can be described more perfectly, obtaining the skeleton curve closer to the main axis.  相似文献   

19.
针对传统核跟踪算法单一特征的局限性、目标模板和特征外观模板更新的不足,提出了一种多通道特征和择优并行更新的核相关滤波跟踪算法。采用多通道特征提取方式:上支路采用卷积神经网络提取深度特征,下支路则将HOG特征和CN特征相结合用于训练与跟踪。采用新的目标模板和特征外观模板更新方式:择优并行更新,取不同支路当前帧的最大响应值作为最佳目标位置,下一帧中两个支路的模板更新采用前一帧最优位置的参数同时进行更新,直到跟踪结束,多支路的择优并行更新弥补了单一支路更新的不足。实验表明该算法能在不同挑战因子下实现更加鲁棒的跟踪过程。  相似文献   

20.
Creating realistic 3D tree models in a convenient way is a challenge in game design and movie making due to diversification and occlusion of tree structures. Current sketch-based and image-based approaches for fast tree modeling have limitations in effect and speed, and they generally include complex parameter adjustment, which brings difficulties to novices. In this paper, we present a simple method for quickly generating various 3D tree models from freehand sketches without parameter adjustment. On two input images, the user draws strokes representing the main branches and crown silhouettes of a tree. The system automatically produces a 3D tree at high speed. First, two 2D skeletons are built from strokes, and a 3D tree structure resembling the input sketches is built by branch retrieval from the 2D skeletons. Small branches are generated within the sketched 2D crown silhouettes based on self-similarity and angle restriction. This system is demonstrated on a variety of examples. It maintains the main features of a tree: the main branch structure and crown shape, and can be used as a convenient tool for tree simulation and design.  相似文献   

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