期刊文献+

玻璃窗上水滴运动控制的实时绘制算法

Real-time Rendering Algorithm for Water Droplet Motion Control on the Glass Window
下载PDF
导出
摘要 针对目前雨场景中,玻璃窗上水滴运动模拟不真实的问题,提出一种水滴运动控制的实时绘制算法.首先,采用离散环境中的粒子系统,考虑重力的作用效果,结合随机数构造不同形状的静态水滴,解决水滴建模时仅使用一个球体所引起的水滴形状单一性问题;然后,以垂直玻璃表面上的水滴真实受力模型为基础,引入空气阻力控制因子,对水滴速度进行计算,改善目前水滴运动长度不可控问题;最后,综合考虑水滴受力和相邻网格对水滴的亲和度,结合自定义的风力因子和弯曲因子,确定水滴运动方向,增强玻璃窗上水滴运动的真实感.实验对比和分析表明,本文方法能够在玻璃窗上实时绘制出逼真的水滴运动效果. Aiming at the problem that the water droplet motion simulation on the glass window is not real in the current rain scene,a real-time rendering algorithm for water droplet motion control is proposed. Firstly,using the particle system in a discrete environment,considering the effect of gravity,combined with random numbers to construct static water droplets of different shapes,solve the problem of single shape of water droplets caused by using only one sphere in water droplet modeling;Then,based on the real force model of water droplets on the vertical glass surface,the air resistance control factor is introduced to calculate the water droplet velocity,which improves the current uncontrollable problem of water droplet motion length;Finally,considering the force of the water droplets and the affinity of the adjacent grid to the water droplets,combined with the custom wind factor and bending factor,determine the direction of water droplet movement and enhance the realism of the water droplet movement on the glass window. Experimental comparison and analysis show that the proposed method can draw realistic water droplets in real time on the glass window.
作者 唐勇 刘培艺 张鹏 李颖 TANG Yong;LIU Pei-yi;ZHANG Peng;LI Ying(College of Information Science and Engineering,Yanshan University,Qinhuangdao 066004,China;Key Laboratory for Computer Virtual Technology and System Integration of Hebei Province,Qinhuangdao 066004,China)
出处 《小型微型计算机系统》 CSCD 北大核心 2020年第3期502-505,共4页 Journal of Chinese Computer Systems
基金 河北省自然科学基金项目(F2018203060)资助.
关键词 水滴运动 空气阻力 牛顿运动方程 网格对水的亲和度 water droplet motion air resistance newtonian motion equation grid affinity for water
  • 相关文献

参考文献1

二级参考文献12

  • 1Muller M, Charypar D, Gross M. Particle-based fluid simulationfor interactive applications[C] //Proceedings of the ACMSIGGRAPH/Eurographics Symposium on Computer Animation.Aire-la-Ville: Eurographics Association Press, 2003: 154-159.
  • 2Basori A H, Qasim A Z. Extreme expression of sweating in 3Dvirtual human[J]. Computers in Human Behavior, 2014, 35:307-314.
  • 3van Tol W, Egges A. Real-time crying simulation[M] //LectureNotes in Computer Science. Heidelberg: Springer, 2009, 5773:215-228.
  • 4Wang H M, Mucha P J, Turk G. Water drops on surfaces[J].ACM Transactions on Graphics, 2005, 24(3): 921-929.
  • 5Lengyel E. Mathematics for 3D game programming and computergraphics[M]. 3rd ed. Boston: Cengage Learning, 2011.
  • 6Bridson R. Fluid simulation for computer graphics[M]. Wellesley:A K Peters, Ltd, 2008.
  • 7Fernando R, Kilgard M J. The cg tutorial: the definitive guide toprogrammable real-time graphics[M]. Boston: Addison-Wesley,2003: Chapter 8.
  • 8Blinn J F. Simulation of wrinkled surfaces[C] //Computer GraphicsProceedings, Annual Conference Series, ACM SIGGRAPH.New York: ACM Press, 1978: 286-292.
  • 9Welsh T. Parallax mapping with offset limiting: a per-pixel approximationof uneven surfaces [OL]. [2014-09-09]. http://exibeo.net/docs/parallax_mapping.pdf.
  • 10Tatarchuk N. Dynamic parallax occlusion mapping with approximatesoft shadows[C] //Proceedings of the Symposium onInteractive 3D Graphics and Games. New York: ACM Press,2006: 63-69.

共引文献2

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部