流體仿真在火災(zāi)場景模擬中的研究與實(shí)現(xiàn)
發(fā)布時間:2018-06-16 17:48
本文選題:流體 + N-S方程 ; 參考:《電子科技大學(xué)》2015年碩士論文
【摘要】:流體仿真一直以來都是計(jì)算機(jī)圖形學(xué)研究的熱點(diǎn)問題,它的足跡遍布虛擬現(xiàn)實(shí)、游戲動漫、影視娛樂等諸多方面。在虛擬現(xiàn)實(shí)領(lǐng)域,煙霧、火焰等自然現(xiàn)象的模擬是計(jì)算機(jī)圖形學(xué)研究領(lǐng)域內(nèi)的熱點(diǎn)和難點(diǎn)。火焰和煙霧同自然界中的大多數(shù)無規(guī)則景物一樣,外形是隨機(jī)變化的。它們看起來簡單,實(shí)際上它們的形態(tài)展示和運(yùn)動方程都非常復(fù)雜,很難用常規(guī)的建模方法和模擬算法來實(shí)現(xiàn)。但也正因?yàn)槿绱?在計(jì)算機(jī)上真實(shí)的再現(xiàn)火焰和煙霧的模擬效果,一直都是計(jì)算機(jī)圖形學(xué)研究領(lǐng)域內(nèi)最具有挑戰(zhàn)性和趣味性的工作之一。本文首先對流體仿真的理論和相關(guān)技術(shù)進(jìn)行深入的研究與分析,然后設(shè)計(jì)并實(shí)現(xiàn)了一個火災(zāi)場景模擬系統(tǒng)。本文的創(chuàng)新之處在于:提出了一種基于Navier-Stokes(本文中簡寫為N-S)方程與GPU計(jì)算的火焰模擬方法、對煙霧的繪制方法進(jìn)行改進(jìn),本文的主要內(nèi)容有:1、針對于火焰的物理屬性與運(yùn)動特征,在充分考慮火焰模擬的真實(shí)感與實(shí)時性的情況下,提出了一種基于N-S方程與GPU計(jì)算的火焰模擬方法。該方法采用MacCormack方法求解N-S方程的對流項(xiàng),采用基于GPU的Jacobi迭代法求解N-S方程的壓力項(xiàng),最后運(yùn)用基于光線投射算法的體繪制方法對火焰進(jìn)行渲染,并在GPU上實(shí)現(xiàn)。該方法在保證火焰真實(shí)感的情況下,能夠達(dá)到較好的實(shí)時性。2、結(jié)合本文的實(shí)際情況,對火焰的物理模型方程進(jìn)行求解。求解的主要過程有:采用MacCormack方法實(shí)現(xiàn)N-S方程的對流項(xiàng)的求解、采用基于GPU的Jacobi迭代法實(shí)現(xiàn)N-S方程的壓力項(xiàng)的求解。3、根據(jù)煙霧的運(yùn)動特點(diǎn),并結(jié)合本文中的實(shí)際情況,對煙霧的繪制方法進(jìn)行改進(jìn):采用實(shí)驗(yàn)數(shù)據(jù)來代替煙霧的濃度場流體方程的求解結(jié)果,再運(yùn)用基于光線投射算法的體繪制方法對實(shí)驗(yàn)數(shù)據(jù)里面每一幀中的每一個像素點(diǎn)進(jìn)行繪制,并在GPU上實(shí)現(xiàn)。然后,基于本文之前的研究內(nèi)容,實(shí)現(xiàn)了一個火災(zāi)場景模擬系統(tǒng),并對系統(tǒng)進(jìn)行了測試與分析。最后,對本文目前所取得的成果進(jìn)行了總結(jié)概括,并對未來的工作方向進(jìn)行了展望。
[Abstract]:Fluid simulation has always been a hot topic in computer graphics research, and its footprints are all over virtual reality, game animation, film and television entertainment and so on. In the field of virtual reality, the simulation of natural phenomena such as smoke and flame is a hot and difficult point in the field of computer graphics. Fire and smoke, like most irregular scenes in nature, are random in shape. They look simple, in fact, their form presentation and motion equation are very complicated, and it is difficult to use the conventional modeling method and simulation algorithm to implement them. But because of this, the simulation effect of reproducing flame and smoke on the computer is always one of the most challenging and interesting work in the field of computer graphics. In this paper, the theory and related techniques of fluid simulation are studied and analyzed, and then a fire scene simulation system is designed and implemented. The innovation of this paper lies in: a flame simulation method based on Navier-Stokes equation and GPU calculation is proposed, and the smoke rendering method is improved. The main content of this paper is: 1, aiming at the physical properties and motion characteristics of flame. In this paper, a flame simulation method based on N-S equation and GPU is proposed, considering the real time and real time of flame simulation. The MacCormack method is used to solve the convection term of N-S equation, the Jacobi iteration method based on GPU is used to solve the pressure term of N-S equation, and the volume rendering method based on ray-casting algorithm is used to render the flame, which is implemented on GPU. Under the condition of ensuring the real sense of flame, this method can achieve better real-time. 2. Combined with the actual situation in this paper, the physical model equation of flame is solved. The main processes are as follows: MacCormack method is used to solve the flow term of N-S equation, Jacobi iteration method based on GPU is used to solve the pressure term of N-S equation. The method of smoke rendering is improved: the experimental data is used to replace the solution result of the fluid equation of smoke concentration field. Then the volume rendering method based on ray-casting algorithm is applied to each pixel point in each frame of experimental data and implemented on GPU. Then, based on the previous research, a fire scene simulation system is implemented, and the system is tested and analyzed. Finally, the paper summarizes the achievements of this paper and looks forward to the future work direction.
【學(xué)位授予單位】:電子科技大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2015
【分類號】:TP391.41
【參考文獻(xiàn)】
相關(guān)期刊論文 前2條
1 儲t熆,
本文編號:2027586
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