基于粒子系統(tǒng)的動態(tài)仿真
本文關(guān)鍵詞: 粒子系統(tǒng) 計(jì)算機(jī)圖形學(xué) OpenGL 噴泉模擬 導(dǎo)彈發(fā)射 出處:《安徽大學(xué)》2013年碩士論文 論文類型:學(xué)位論文
【摘要】:動態(tài)場景的模擬是計(jì)算機(jī)圖形學(xué)中的一個(gè)熱點(diǎn)分支。它被廣泛應(yīng)用到電視廣告,實(shí)時(shí)渲染,3D動畫和游戲,裝潢設(shè)計(jì),虛擬場景等。它以其獨(dú)特的魅力在信息社會中起著重要的作用。一些自然景觀的形狀,如火焰,河流,瀑布,雨,雪,霧等,每時(shí)每刻隨機(jī)的發(fā)生著變化。這一類動態(tài)現(xiàn)象很難使用傳統(tǒng)方法建模與模擬。所以模擬動態(tài)物體也是一個(gè)極具挑戰(zhàn)性的任務(wù)。一般來說,有兩種建模方法。一種是直接解偏微分方程的方法(比如N-S方程)。由于必須要采用數(shù)值方法,所以一般來說這種方法是非常耗時(shí)的。另一種方法就是使用粒子系統(tǒng)方法建模。就目前而言,粒子系統(tǒng)被看作是模擬不規(guī)則動態(tài)物體中最成功的方法。粒子系統(tǒng)將模擬的對象看成一組相互制約的粒子,它可以利用非常簡單的體素來構(gòu)造不規(guī)則的物體,而不是用傳統(tǒng)的線、曲面或者多邊形來再現(xiàn)自然景物,同時(shí)粒子系統(tǒng)具有簡單、快速、實(shí)時(shí)的特點(diǎn),在模擬不規(guī)則物體方面有著獨(dú)特的優(yōu)勢。本文主要采用了基于粒子系統(tǒng)的方法對虛擬場景中噴泉以及導(dǎo)彈的發(fā)射過程進(jìn)行了模擬,主要做了以下工作: (1)闡述了該課題的研究背景、目的及意義,對國內(nèi)外學(xué)者利用粒子系統(tǒng)原理模擬不規(guī)則物體所取得的成果進(jìn)行了概述。 (2)介紹了文中所用到相關(guān)理論知識和技術(shù)——計(jì)算機(jī)圖形學(xué)知識和OpenGL圖形開發(fā)工具。計(jì)算機(jī)圖形學(xué)方面,主要介紹了其研究內(nèi)容及一些應(yīng)用舉例。OpenGL圖形開發(fā)工具方面,主要介紹了其功能及主要工作流程。 (3)深入地研究了粒子系統(tǒng)的基本原理,用數(shù)學(xué)的方法來描述粒子系統(tǒng),并對粒子系統(tǒng)的基本結(jié)構(gòu)進(jìn)行了闡述,詳細(xì)介紹了建立粒子系統(tǒng)模型的步驟和方法,總結(jié)了粒子系統(tǒng)的特點(diǎn),對粒子系統(tǒng)中粒子的產(chǎn)生、運(yùn)動、消亡三大過程都給出了詳細(xì)的說明。 (4)基于粒子系統(tǒng)提出了一種模擬噴泉的方法,分析了噴泉粒子的運(yùn)動過程,再分別介紹了粒子的生成、運(yùn)動、刪除,最后采用粒子系統(tǒng)的繪制函數(shù)和OpenGL的紋理映射技術(shù)進(jìn)行了繪制,實(shí)現(xiàn)了對噴泉的模擬。 (5)對導(dǎo)彈的發(fā)射飛行過程進(jìn)行了模擬,其中包括彈體的繪制、尾焰的繪制、爆炸碎片的繪制,尤其對尾焰的繪制做了詳細(xì)的分析介紹。
[Abstract]:Dynamic scene simulation is a hot branch of computer graphics. It is widely used in television advertising, real-time rendering 3D animation and games, decoration design. Virtual scenes and so on. It plays an important role in the information society with its unique charm. Some natural landscape shapes, such as flames, rivers, waterfalls, rain, snow, fog and so on. This kind of dynamic phenomenon is difficult to model and simulate by traditional methods. Therefore, simulating dynamic objects is also a very challenging task. Generally speaking, this kind of dynamic phenomenon is difficult to model and simulate. There are two modeling methods. One is the direct solution of partial differential equations (such as N-S equations). So this approach is generally very time consuming. Another approach is to use the particle system method to model. For the time being. Particle system is regarded as the most successful method of simulating irregular dynamic object. Particle system regards the simulated object as a group of mutually restricted particles. It can use very simple volume to construct irregular object. Instead of using traditional lines, surfaces or polygons to reproduce natural scenery, particle systems are simple, fast, and real-time. This paper mainly uses the particle system-based method to simulate the fountain and missile launch process in the virtual scene. The main work is as follows: 1) the research background, purpose and significance of this subject are described, and the results obtained by domestic and foreign scholars using particle system principle to simulate irregular objects are summarized. This paper introduces the relevant theoretical knowledge and technology used in this paper, such as computer graphics knowledge and OpenGL graphics development tools. This paper mainly introduces its research content and some application examples. OpenGL graphics development tools, mainly introduces its function and main work flow. 3) the basic principle of particle system is deeply studied, and the basic structure of particle system is described by mathematical method. The steps and methods of establishing particle system model are introduced in detail, the characteristics of particle system are summarized, and the three processes of particle generation, movement and extinction in particle system are explained in detail. 4) based on the particle system, a method to simulate the fountain is proposed, and the motion process of the fountain particle is analyzed, and the generation, motion and deletion of the particle are introduced respectively. Finally, the rendering function of particle system and the texture mapping technique of OpenGL are used to realize the simulation of fountain. The missile launch flight process is simulated, including the drawing of the missile body, the drawing of the tail flame, the drawing of the explosive fragments, and the detailed analysis and introduction of the drawing of the tail flame.
【學(xué)位授予單位】:安徽大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2013
【分類號】:TP391.9
【參考文獻(xiàn)】
相關(guān)期刊論文 前10條
1 王綱;季振洲;張澤旭;;大規(guī)模真實(shí)感雪景實(shí)時(shí)渲染[J];電子學(xué)報(bào);2012年09期
2 張軍,馮振聲;粒子系統(tǒng)在導(dǎo)彈飛行尾焰圖形仿真中的應(yīng)用[J];計(jì)算機(jī)工程與應(yīng)用;2000年12期
3 詹榮開,羅世彬,賀漢根;用粒子系統(tǒng)理論模擬虛擬場景中的火焰和爆炸過程[J];計(jì)算機(jī)工程與應(yīng)用;2001年05期
4 丁紀(jì)云,陳利平,李思昆;基于OpenGL的煙花動態(tài)模擬方法的研究與實(shí)現(xiàn)[J];計(jì)算機(jī)工程;2002年04期
5 胡文平;汪繼文;;基于粒子系統(tǒng)的三葉玫瑰動態(tài)煙花模擬[J];計(jì)算機(jī)工程;2010年22期
6 張芹,吳慧中,謝雋毅,張正軍;基于粒子系統(tǒng)的火焰模型及其生成方法研究[J];計(jì)算機(jī)輔助設(shè)計(jì)與圖形學(xué)學(xué)報(bào);2001年01期
7 石永鑫,孫濟(jì)洲,張海江,賈文麗;基于粒子系統(tǒng)的中國水墨畫仿真算法[J];計(jì)算機(jī)輔助設(shè)計(jì)與圖形學(xué)學(xué)報(bào);2003年06期
8 宋萬壽,賴建偉;基于粒子系統(tǒng)方法的焰火及樹木模擬[J];計(jì)算機(jī)輔助設(shè)計(jì)與圖形學(xué)學(xué)報(bào);1996年04期
9 萬華根,金小剛,彭群生;基于物理模型的實(shí)時(shí)噴泉水流運(yùn)動模擬[J];計(jì)算機(jī)學(xué)報(bào);1998年09期
10 劉宏芳;實(shí)時(shí)爆炸效果的真實(shí)感模擬[J];計(jì)算機(jī)應(yīng)用;2000年S1期
相關(guān)碩士學(xué)位論文 前5條
1 黃筱;基于OpenGL的三維可視化技術(shù)研究[D];長安大學(xué);2011年
2 胡文平;基于粒子系統(tǒng)的形狀動態(tài)煙花模擬[D];安徽大學(xué);2011年
3 侯慶;三維地形地貌可視化研究[D];貴州大學(xué);2006年
4 宋剛;基于粒子系統(tǒng)的風(fēng)場火焰模擬[D];青島大學(xué);2007年
5 劉玉振;基于ABAQUS的材料微結(jié)構(gòu)有限元計(jì)算的后處理研究[D];蘭州理工大學(xué);2008年
,本文編號:1457784
本文鏈接:http://sikaile.net/wenyilunwen/guanggaoshejilunwen/1457784.html