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  • 學位論文

流水中波濺之即時繪製技術

Real-Time Rendering of Splash in Stream Water

指導教授 : 張鈞法

摘要


本篇論文提出了水流中湍流和波濺的即時模擬以及繪製技術,同時考慮了不規則地形以及動態剛體的互動效果。為了達到即時的畫面更新率,我們採用了基於繪圖處理單元(GPU)加速的粒子系統來模擬水流、水花的運動,並且利用二維的變形球以及告示板的繪製技術來表示三維的水表面。另外,我們用來繪製波濺表面的告示板並不像過去的作法會有切面的瑕疵。雖然我們在此提出的方法並非物理上正確,但此方法仍可達到有效率而且可置信的繪製效果。

並列摘要


The thesis presents a real-time method to simulate and render the turbulent flow and splash of stream water over irregular terrain and dynamic rigid objects. In order to achieve real-time frame rates, we adopt a GPU-based particle system to perform the simulation and exploit 2D metaballs with billboards to represent the 3D water surface. Besides, our billboard rendering method for splash surface does not possess the traditional clipping artifact. Although our proposed method is not a direct physical simulation, the results are empirically plausible and efficient, and especially suitable for interactive graphics application such as computer games.

並列關鍵字

Particle System Metaball Billboard Rendering

參考文獻


6. Frank, L., et al., Simulating water and smoke with an octree data structure, in ACM SIGGRAPH 2004 Papers. 2004, ACM Press: Los Angeles, California.
7. Tsunemi, T., F. Hiroko, and K. Atsushi, Realistic animation of fluid with splash and foam. Computer Graphics Forum 2003. 22(3): p. 391∼400.
1. Lutz, L. Building a Million Particle System. [cited; Available from: http://www.2ld.de/gdc2004/.
2. Nick, F. and M. Dimitri, Realistic animation of liquids. 1996, Academic Press, Inc. p. 471-483.
3. Jos, S., Stable fluids, in Proceedings of the 26th annual conference on Computer graphics and interactive techniques. 1999, ACM Press/Addison-Wesley Publishing Co.

被引用紀錄


李弘郁(2009)。賽車遊戲之水滴與污垢特效研究〔碩士論文,元智大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0009-3007200913273600

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