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Study On Physically Based Fluid Animation Simulation For Flight Simulation And Relative Acceleration Techniques

Posted on:2008-08-03Degree:DoctorType:Dissertation
Country:ChinaCandidate:Z Z TongFull Text:PDF
GTID:1118360245997415Subject:Mechanical and electrical engineering
Abstract/Summary:PDF Full Text Request
Flight simulators are important equipments to simulate the real flighting behavior and execute virtual training. Some relative techniques have received a great deal of attention. Especially, scenario system, as an important subsystem, creates an immersive virtual environment and provides 70 percent of the sense for the trained pilot. However, the special effects, such as smoke, fluid and cloud, are indispensable components for scenario system, which affect directly the reality of the virtual environment and determine the rate of training missions. Hunting the inherent physics nature from the phenomena is a condition to build accurately computation model and reproduce real-world phenomena. So physically based fluid simulation is a feasible solution for the execution of fluid animation simulation for flight simulation.The Stable Fluids as called standard fluid simulation and SMAC method are applied mostly, but these techniques have some restrictions, such as large numerical dissipation, unreasonable numerical solution, excessively simplified boundary processing or the restriction of 2D simulation, etc. What's more, these techniques are only focused in the field of computer graphics. Therefore, we give a correct and reasonable solution and extend SMAC method to realize 3D simulation. The boundary process is planted from CFD, considering the physics of analyzed problem. To some degree, it's more reasonable and captures some physics scales which are missing in previous methods. We think that our work shows a significative attempt from computer graphics to engineering applications.GPU (Graphical Processing Unit) can transfer the general computation from CPU to GPU with fearfully parallelism. To accelerate the fluid simulation, the pre-processing generates the computation-aided textures, which speeds up the simulating and rendering at run-time stage. The potential parallelism of GPU is harnessed effectively by organizing data and operation parallelism of algorithm decomposition. The real-time simulation and rendering accelerated of fluid animation ensure the requirements of real-time simulation.In the interactive flight simulation, some factors affect directly the reality including the types of cloud, complexity and randomization, and the effects of dynamics and illumination. Cloud simulation is a problem in dire need of solution. Therefore an efficient routine is proposed based on particle system and Texture Sprites, which realize the interactive modeling covering with cloud spectrum and denoting the weather. It can satisfy the Artist-driven requirement. The illumination model is improved, which weights the scattering phase function according to relative diameter of single particle and considers the effect of air density change with altitude increasing. Generating impostor dynamically accelerates the simulation. And the dynamic particle cloud simulation is also attempted on GPU. These techniques are integrated into the scenario to improve the reality and immersion of virtual environment. Moreover, cloud dynamics and physical illumination based cloud simulation is realized on GPU. Although it's hard in simulating high covering cloud, it's an attempt with important significance for flight simulation and meteorology research.
Keywords/Search Tags:Flight simulation, Fluid animation simulation, Navier-Stokes equations, GPU, Real-time simulation, Acceleration techniques
PDF Full Text Request
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