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賽車遊戲之水滴與汙垢特效模擬

Simulating the Screen Effects of Water Drops and Dirt in Racing Games

摘要


本研究結合程序性紋理技術與流體模擬技巧,以動態模擬賽車遊戲裡的水滴與污垢遭受重力、風力與雨刷等外力影響時,產生在擋風玻璃上的效果。我們所提出的架構包含二個模組:(1)基本紋理模組(2)向量紋理模組。基本紋理模組,源於程序性紋理的製作概念,將雜訊圖或美術人員製作的基本圖案,透過不同的影像濾鏡加工,製作出符合真實視覺感官的污垢材質。藉此模擬賽車遊戲中,車子於泥濘地形高速行駛時,各種不規則的污垢飛濺,附著於擋風玻璃上的情形。向量紋理模組,則是改善圖學演算式的流體模擬系統,將外力產生的影響,以向量場的形式合成於向量紋理中,藉由向量紋理資訊更新基本紋理中的像素資料,以模擬出流體流動行為。最後再以混合式的繪圖方法,描繪雨水與污垢夾雜的情形。

並列摘要


This study will combine the procedural texture technology and fluid simulation skills to dynamically produce the screen effects of water droplets and dirt in auto racing games. The proposed method includes two modules: (1) the basic texture module; and (2) the vector texture module. The basic texture module is originated from the procedural texture productions. It processes the noise maps or basic patterns made by artists, and applies image filters to create water drops and dirt materials that are consistent with real visual senses. This module is applied to simulate the splashing effect of water drops and dirt with various irregularities when the car is racing fast in muddy game scenarios. The vector texture module is used for fluid simulation. It records the combined moving effects of water drops and dirt influenced by several forces (e.g., the gravity, wind, and wiper) in a vector field, which then updates the pixel data in the basic texture to simulate the fluid behavior. Finally, a mixed type of rendering method is proposed to depict the effects of mingling rain and dirt.

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