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基于粒子系統(tǒng)的瀑布模擬技術(shù)研究

發(fā)布時(shí)間:2019-01-01 20:40
【摘要】:自然景物的模擬研究,一直以來(lái)都是虛擬現(xiàn)實(shí)技術(shù)研究領(lǐng)域范疇中的熱點(diǎn)。爆炸、煙霧、云彩、噴泉、雨雪、海浪等這種自然中常見(jiàn)的景物,大都是具有不規(guī)則的模糊的外形,其動(dòng)態(tài)性和隨機(jī)性都比較強(qiáng),若采用傳統(tǒng)的建模方法對(duì)其模擬研究,會(huì)比較困難。粒子系統(tǒng)技術(shù)是目前為止,被作為用來(lái)對(duì)自然景物建模研究的最有效的方法之一。本文選取瀑布這一特殊景物作為研究的對(duì)象。通過(guò)對(duì)瀑布的形態(tài)結(jié)構(gòu)和運(yùn)動(dòng)特性進(jìn)行分析,抽象出其物理模型,利用粒子系統(tǒng)技術(shù)和碰撞檢測(cè)技術(shù),構(gòu)建基于粒子系統(tǒng)的瀑布模型,添加霧效、音效等,增加場(chǎng)景的沉浸感。首先,為解決瀑布繪制階段的時(shí)間開(kāi)銷大的問(wèn)題。在瀑布粒子的運(yùn)動(dòng)過(guò)程中,對(duì)某一個(gè)瀑布粒子的運(yùn)動(dòng)路徑進(jìn)行跟蹤,以一段時(shí)間內(nèi)的運(yùn)動(dòng)路徑作為基本繪制單元對(duì)瀑布粒子進(jìn)行繪制,提出路徑跟蹤方式。其次,為解決以往瀑布模型中存在的碰撞檢測(cè)與處理優(yōu)化問(wèn)題。根據(jù)瀑布粒子的時(shí)空位置和靜態(tài)障礙物的特點(diǎn),用于排除根本不可能發(fā)生碰撞相交的障礙物的區(qū)域,以達(dá)到簡(jiǎn)化樹(shù)結(jié)構(gòu)的目的,提出改進(jìn)的層次包圍盒樹(shù)算法。再結(jié)合瀑布模型自身的特點(diǎn),利用瀑布粒子與靜態(tài)障礙物的投影是否相交,提前排除大量不會(huì)發(fā)生碰撞的瀑布粒子,提出粒子分類樹(shù)算法。最后,結(jié)合提出的瀑布繪制方式和碰撞檢測(cè)優(yōu)化算法,在Visual C++平臺(tái)下,實(shí)現(xiàn)瀑布的模擬。
[Abstract]:The simulation of natural scenery has always been a hot spot in the field of virtual reality technology. Explosion, smoke, clouds, fountains, rain and snow, waves and other common natural scenery, most have irregular fuzzy shape, its dynamic and randomness are relatively strong, if the traditional modeling method to its simulation research, It will be more difficult. Particle system is one of the most effective methods for modeling natural scenery. This paper chooses the waterfall as the research object. By analyzing the morphological structure and motion characteristics of the waterfall, the physical model of the waterfall is abstracted, and the waterfall model based on the particle system and the collision detection technology is constructed by adding fog effect, sound effect and so on, thus increasing the immersive feeling of the scene. First of all, in order to solve the waterfall drawing phase of the time consuming problem. In the course of the motion of waterfall particles, the path of a waterfall particle is tracked, and the path of a waterfall particle is drawn with the moving path of a certain period of time as the basic drawing unit, and the way of path tracking is put forward. Secondly, in order to solve the problem of collision detection and processing optimization existing in the previous waterfall model. According to the space-time position of the waterfall particles and the characteristics of the static obstacles, the proposed hierarchical bounding box tree algorithm is used to eliminate the areas where the collision and intersection of obstacles can not take place at all, so as to simplify the tree structure. According to the characteristics of the waterfall model and whether the projection of the waterfall particle intersects with the static obstacles, a particle classification tree algorithm is proposed to eliminate a large number of waterfall particles which will not collide in advance. Finally, the waterfall simulation is realized on Visual C platform by combining the waterfall rendering method and collision detection optimization algorithm.
【學(xué)位授予單位】:哈爾濱工程大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2016
【分類號(hào)】:TP391.9

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