基于OSG Ocean的大規(guī)模深海海浪泡沫的實(shí)時(shí)模擬
發(fā)布時(shí)間:2018-05-20 03:35
本文選題:海浪建模 + 泡沫模擬; 參考:《燕山大學(xué)》2015年碩士論文
【摘要】:大規(guī)模深海海洋的仿真一直是計(jì)算機(jī)圖形學(xué)領(lǐng)域最具挑戰(zhàn)性的問(wèn)題之一。近年來(lái),海洋模擬不斷應(yīng)用于3D游戲、電影特效、廣告設(shè)計(jì)等多種行業(yè)。海面的波動(dòng)規(guī)律十分復(fù)雜,因此如何更逼真的展現(xiàn)海面的運(yùn)動(dòng),成為了眾多學(xué)者的重點(diǎn)研究方向。本文針對(duì)目前大規(guī)模深海海浪泡沫模擬的真實(shí)感和實(shí)時(shí)性較差的問(wèn)題進(jìn)行研究,具體內(nèi)容如下。首先,構(gòu)建動(dòng)態(tài)海浪模型,利用Phillips頻譜獲取海浪頻域的振幅值,再通過(guò)快速傅立葉逆變換(IFFT)計(jì)算海面網(wǎng)格頂點(diǎn)隨時(shí)間變化的數(shù)值,從而將得到的頻域振幅值轉(zhuǎn)換到空間域的高度值,并對(duì)傅立葉系數(shù)進(jìn)行優(yōu)化,生成海面高度場(chǎng);然后與水平面上的位移疊加,形成陡峭的波浪(choppy)。其次,采用無(wú)縫自適應(yīng)LOD網(wǎng)格生成海面網(wǎng)格并進(jìn)行拼接,實(shí)現(xiàn)無(wú)限海域的仿真;然后加載天空盒紋理;利用Snell定律模擬海面上空的光照情形,改進(jìn)Fresnel系數(shù)使海面光照更加接近真實(shí);引入Blinn-Phong光照模型對(duì)海面進(jìn)行天空背景映射下的光照渲染;加入船只、島嶼等3D模型及粒子系統(tǒng)中的雨、雪場(chǎng)景。再次,使用平鋪的小補(bǔ)丁構(gòu)造深海海洋表面會(huì)導(dǎo)致海洋表面的泡沫有明顯的位置上的重復(fù)性,影響海面的真實(shí)性,為此設(shè)計(jì)了一個(gè)動(dòng)態(tài)閾值條件減少泡沫位置的重復(fù)性;而對(duì)于海浪泡沫因海浪的周期性運(yùn)動(dòng)產(chǎn)生的重復(fù),提出建立動(dòng)態(tài)紋理貼圖庫(kù),并引入隨機(jī)函數(shù)隨機(jī)選取紋理,然后借助平滑埃爾米特差值模擬泡沫的光照強(qiáng)度,從而使泡沫在陽(yáng)光下更加真實(shí)。最后,利用OSG開源圖形庫(kù)、Open GL高級(jí)著色語(yǔ)言GLSL設(shè)計(jì)實(shí)現(xiàn)了深海海浪及泡沫的仿真系統(tǒng)。實(shí)驗(yàn)表明,采用本文方法可以有效消除海浪泡沫的重復(fù)性,提高海面光照效果,增強(qiáng)海洋仿真的真實(shí)感。
[Abstract]:The simulation of large-scale deep-sea ocean has been one of the most challenging problems in the field of computer graphics. In recent years, ocean simulation has been used in many industries, such as 3D games, film special effects, advertising design and so on. The wave law of the sea surface is very complex. So how to show the movement of the sea surface more vividly has become the key research of many scholars. In this paper, this paper focuses on the problem of the reality and the poor real time of the large-scale deep-sea wave foam simulation. The specific content is as follows. First, a dynamic sea wave model is constructed to obtain the amplitude of the wave frequency in the frequency domain by using the Phillips spectrum, and then the numerical value of the surface of the surface of the sea surface is calculated by the fast Fu Liye inverse transform (IFFT). In this way, the amplitude of the frequency domain is converted to the height of the space domain, and the Fu Liye coefficient is optimized to generate the sea surface height field, and then superposed with the displacement on the horizontal surface to form a steep wave (choppy). Secondly, the seamless adaptive LOD grid is used to generate the sea surface mesh and splice to realize the simulation of the infinite sea area and then load the sea surface. The sky box texture; using Snell's law to simulate the light above the sea surface, improving the Fresnel coefficient to make the sea light closer to the reality; introducing the Blinn-Phong illumination model to render the sea surface under the sky background mapping; adding the 3D model of the ship, the island and so on, and the rain and snow scene in the particle system. Again, use a small patched patch. The structure of the deep-sea surface will lead to the apparent repeatability of the foam in the ocean surface, which affects the authenticity of the sea surface. Therefore, a dynamic threshold condition is designed to reduce the repeatability of the foam position, and the dynamic texture mapping library is proposed and the random function is introduced for the repetition of the periodic motion of the waves. It selects the texture randomly, and then uses the smooth Hermite difference to simulate the light intensity of the foam, so that the foam is more real in the sun. Finally, the simulation system of deep sea waves and foam is realized by using the OSG open source graphics library and the Open GL advanced coloring language GLSL. The experiment shows that this method can effectively eliminate the bubble. The repeatability of foam improves the sea light effect and enhances the realism of ocean simulation.
【學(xué)位授予單位】:燕山大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2015
【分類號(hào)】:P731.2;TP391.41
【參考文獻(xiàn)】
相關(guān)期刊論文 前1條
1 武小龍;吳恩華;張輝;;大規(guī)模場(chǎng)景流體模擬的耦合算法[J];計(jì)算機(jī)輔助設(shè)計(jì)與圖形學(xué)學(xué)報(bào);2011年06期
,本文編號(hào):1913037
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