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Study On An OpenGL-Based Simulation Of Fluid Animation

Posted on:2009-12-02Degree:MasterType:Thesis
Country:ChinaCandidate:X PangFull Text:PDF
GTID:2178360275461339Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
In recent years, with the continuous development of film and television animation, virtual reality, digital entertainment and computer games, computer animation technology has made a great progress. As the time goes, this technology has entered people's life more and more. Recently, the simulation of fluid, such as cloud, fog, smoke, fire, rain, water and fireworks, has become a hot point in computer graphic field. The natural phenomenon's simulation based on physical nature is the hot research direction. By exploring the physical nature of the real world, it makes accurate moving models for objects with computer. For doing that, the object's image and movement is becoming more lifelike. As the natural phenomenon's formation and movement is controlled by many disciplines, it is too difficult to describe the natural phenomenon exactly with physical equation. Although today computer's processing speed is so fast, but it is also a hard job to process so many equations and data. So, computer animation based on physics is always coming with time-consuming problem, and it can't meet the requirements of many graphic fields where time is more important.This article is aimed at the simulation of fluid animation, trying to find a balance point between simulation's realistic feel and efficiency. It wants to achieve a better real-time level by losing certain fidelity, to meet the requirements that demonstration's efficiency is more important and realistic feel is not. This article focuses on tow aspects: on the one hand, this article designs real-time animation simulation based on dynamic cloud. Comparing with other methods, such as fractal, implicit function, Perlin Noise and particle system, this article uses simpler 2D texture maps and changeable methods of texture mapping, zoom, parallel moving and pulverization, and makes 3D cloud's simulation come true, according those features that cloud has not a fixed shape, not the same color and moving speed, direction is free. The advantages of this method: algorithm is simple, realization is easy, and the occupation of resource is fewer. On the other hand, by using a non-strict method on the basic of physic ---particle system, this article designs an animation simulation of fireworks particle system based on OpenGl. On the basic of traditional particle system and with analysis of physical process of fireworks movement, it proposes that we should use quadrangle instead of traditional particle system, and map particle texture on quadrangle when we draw. Depending on this system, we can simulate fireworks. Two algorithms of fluid animation simulation raised by this article are applicable to computer game and animation.
Keywords/Search Tags:Fluid animation, Particle system, Texture mapping, Real-time simulation, Fireworks, Cloud
PDF Full Text Request
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