基于粒子系統(tǒng)的不規(guī)則景物建模研究
發(fā)布時(shí)間:2018-04-09 22:38
本文選題:粒子系統(tǒng) 切入點(diǎn):景物模擬 出處:《山東師范大學(xué)》2009年碩士論文
【摘要】: 如何逼真地模擬自然景物一直是圖形學(xué)中的一個(gè)熱門研究課題和難點(diǎn)問題;鹧、云煙、雨滴、雪花等動(dòng)態(tài)自然景物的模擬,在航空航天、影視廣告、虛擬場(chǎng)景中有著廣泛的應(yīng)用。然而大多數(shù)景物的外形是隨機(jī)變化的,很難用常規(guī)的建模方法及模擬技術(shù)來描述。因此自然景物的模擬一直以來都是計(jì)算機(jī)圖形學(xué)領(lǐng)域研究的熱點(diǎn)和重點(diǎn)。隨著近年來研究的不斷深入,各種自然景物模擬算法不斷涌現(xiàn),模擬結(jié)果也越來越具有真實(shí)感。其中,粒子系統(tǒng)方法是迄今為止被認(rèn)為模擬不規(guī)則模糊自然景物最為成功的一種生成算法。 本文基于粒子系統(tǒng),對(duì)自然界中不規(guī)則景物——火焰,降雨等分別進(jìn)行了模擬,首先,介紹了粒子系統(tǒng)的基本理論,著重講解粒子系統(tǒng)構(gòu)造模型的基本方法,把粒子系統(tǒng)實(shí)際運(yùn)作分為粒子屬性確立、粒子產(chǎn)生、粒子更新、粒子繪制等幾個(gè)步驟,并對(duì)每個(gè)操作步驟進(jìn)行詳細(xì)說明將粒子系統(tǒng)分為質(zhì)點(diǎn)系模型系統(tǒng)和流質(zhì)系模型系統(tǒng),闡述這兩種模型系統(tǒng)的特點(diǎn)列舉了兩個(gè)質(zhì)點(diǎn)系模型粒子系統(tǒng)的例子,對(duì)這兩個(gè)例子按照前面所講粒子系統(tǒng)運(yùn)作步驟逐步講解,展示每一步的操作細(xì)則,最后論述在粒子渲染時(shí)所用到的圖形學(xué)技術(shù)。 其次,深入討論了基于粒子系統(tǒng)的火焰模擬方法,詳細(xì)討論了火焰模型中火焰粒子屬性的初始化及其變化,包括火焰粒子的形狀、大小、顏色、透明度、位置、速度、生命期等,并且討論了火焰粒子的運(yùn)動(dòng)和繪制。采用面向?qū)ο蟮乃枷虢⒘肆W酉到y(tǒng)和粒子的數(shù)據(jù)結(jié)構(gòu)。設(shè)計(jì)了火焰模擬系統(tǒng)的功能模塊,將該系統(tǒng)劃分為四個(gè)模塊粒子系統(tǒng)模塊、粒子模塊、紋理模塊和運(yùn)動(dòng)場(chǎng)模塊。在火焰繪制過程中,為了增強(qiáng)真實(shí)感,采用了紋理映射技術(shù)、公告板技術(shù)、混色處理技術(shù)。特別是為了表現(xiàn)火焰來回左右上下跳動(dòng)的動(dòng)態(tài)搖曳效果,在系統(tǒng)中增加了運(yùn)動(dòng)場(chǎng)。在運(yùn)動(dòng)場(chǎng)中重點(diǎn)討論了重力和風(fēng)力對(duì)火焰的影響。為了提高實(shí)時(shí)性,在火焰粒子繪制中,一是采用四角面片代替點(diǎn)粒子的繪制方法,這樣每一個(gè)面片可以代替幾百個(gè)粒子二是采用動(dòng)態(tài)生成視點(diǎn)替用特效技術(shù),提高了系統(tǒng)的運(yùn)行速度。在論文的最后,探討了提高粒子系統(tǒng)實(shí)時(shí)性的方法。 再次,簡(jiǎn)單介紹了基于粒子系統(tǒng)的其他不規(guī)則自然景物降雨的模擬方法,并對(duì)雨粒子模型在實(shí)際中的應(yīng)用做了相關(guān)說明,同時(shí)還介紹了在降雨模擬中提高逼真度的相關(guān)輔助補(bǔ)償方法。然后,論文設(shè)計(jì)了一個(gè)基于粒子系統(tǒng)的演示系統(tǒng),采用VC++6.0為編程工具,三維動(dòng)畫環(huán)境由OpenGL支持,實(shí)現(xiàn)了論文提出的對(duì)不規(guī)則景物的模擬。 最后,總結(jié)和分析本論文研究的意義和應(yīng)用的成果,對(duì)論文的進(jìn)一步研究方向提出了幾點(diǎn)想法。并且展望了粒子系統(tǒng)及本論文的不規(guī)則景物模擬模型應(yīng)用的前景,淺談了關(guān)于粒子系統(tǒng)在不自然景物建模中實(shí)時(shí)性,真實(shí)感的創(chuàng)新與改進(jìn)的幾點(diǎn)想法。
[Abstract]:How to simulate natural scenery vividly has always been a hot research topic and difficult problem in graphics.Fire, smoke, raindrops, snowflakes and other dynamic natural scenery simulation, in aerospace, film and television advertising, virtual scene has a wide range of applications.However, the shape of most scenes is random and difficult to describe by conventional modeling methods and simulation techniques.Therefore, the simulation of natural scenery has always been a hot spot and focus in the field of computer graphics.With the development of research in recent years, a variety of natural scene simulation algorithms are emerging, and the simulation results are more and more realistic.Particle system method is considered to be the most successful algorithm to simulate irregular fuzzy natural scene.Based on particle system, this paper simulates the irregular scenery in nature, such as flame, rainfall and so on. Firstly, the basic theory of particle system is introduced, and the basic method of constructing model of particle system is explained emphatically.The actual operation of particle system is divided into several steps, such as particle attribute establishment, particle generation, particle renewal, particle drawing and so on. The particle system is divided into particle system model system and fluid system model system.The characteristics of these two model systems are described. Examples of two particle systems of particle systems are given. The two examples are explained step by step according to the operational steps of the particle system described earlier, and the operational details of each step are displayed.Finally, the graphics techniques used in particle rendering are discussed.Secondly, the flame simulation method based on particle system is discussed in depth, and the initialization and change of flame particle properties in flame model are discussed in detail, including the shape, size, color, transparency, position, speed of flame particle.Life cycle and so on, and discussed the motion and drawing of flame particles.The object-oriented idea is used to establish the particle system and the particle data structure.The function module of flame simulation system is designed. The system is divided into four modules: particle system module, particle module, texture module and sports field module.In the process of flame rendering, texture mapping technology, bulletin board technology and mixed color processing technology are adopted in order to enhance the sense of reality.Especially in order to show the dynamic flickering effect of the flame up and down, the sports field is added in the system.The influence of gravity and wind on the flame was discussed in the stadium.In order to improve the real-time performance of flame particle rendering, one of the methods is to replace the point particle with a quadrangular slice, so that each surface slice can replace hundreds of particles and the second is to use the dynamic generation viewpoint technology to replace the special effect technology.The running speed of the system is improved.At the end of the paper, the methods to improve the real-time performance of particle system are discussed.Thirdly, the simulation method of other irregular natural scenery rainfall based on particle system is briefly introduced, and the application of rain particle model in practice is explained.At the same time, the related auxiliary compensation method to improve the fidelity in rainfall simulation is introduced.Then, a demonstration system based on particle system is designed, which uses VC 6.0 as programming tool, and 3D animation environment is supported by OpenGL to realize the simulation of irregular scene.Finally, the significance and application of this paper are summarized and analyzed.The prospect of particle system and the application of irregular scene simulation model in this paper are prospected, and some ideas about the real time, real time and improvement of particle system in the modeling of unnatural scene are discussed.
【學(xué)位授予單位】:山東師范大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2009
【分類號(hào)】:TP391.41
【引證文獻(xiàn)】
相關(guān)期刊論文 前2條
1 王彪;胡小梅;俞濤;;基于粒子系統(tǒng)的建模與仿真綜述[J];裝備制造技術(shù);2012年08期
2 吳國(guó)寶;汪繼文;;基于粒子系統(tǒng)的心形煙花模擬[J];計(jì)算機(jī)技術(shù)與發(fā)展;2012年11期
相關(guān)碩士學(xué)位論文 前5條
1 鄭鋒;基于粒子系統(tǒng)的不規(guī)則物體的仿真與實(shí)現(xiàn)[D];安徽大學(xué);2011年
2 姜莉莉;基于OpenGL的化學(xué)液體傾倒虛擬仿真實(shí)驗(yàn)的設(shè)計(jì)與實(shí)現(xiàn)[D];東北師范大學(xué);2011年
3 蔣道琛;基于粒子系統(tǒng)的虛擬戰(zhàn)場(chǎng)環(huán)境模擬[D];安徽大學(xué);2012年
4 孔曉莉;基于GPU的動(dòng)態(tài)水草模擬[D];蘇州大學(xué);2012年
5 王靜;基于粒子采樣的隱式曲面多邊形化[D];濟(jì)南大學(xué);2012年
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