Font Size: a A A

Simulation Of Three-Dimensional Fire Based On Particle System

Posted on:2007-06-23Degree:MasterType:Thesis
Country:ChinaCandidate:Y W YuFull Text:PDF
GTID:2178360185959331Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
How to simulate natural sceneries vividly is always a hot topic in Computer Graphics. The simulation of dynamic natural sceneries, such as fire, cloud and snowflake, are widely used in navigation, spaceflight, movie, advertisement and virtual reality. With the development of research in this subject recently, kinds of simulating algorithms have been proposed, the results of simulating is becoming vivider than before. Among these algorithms, Particle System has been regarded as the most successful one for simulating irregular fuzzy natural sceneries so far. This paper investigates the method of three-dimensional fire simulation based-on the Particle System.Firstly, this paper introduces the previous algorithms of fire simulation, then analyzes and summarizes them. It also introduces several important merits of Particle System in modeling irregular natural sceneries.Secondly, this paper discusses the method of three-dimensional fire simulation based on Particle System. It discusses the initialization and variation of the attributes of fire particles detailedly, including shape, size, color, transparence, position, speed, life cycle and so on. It also discusses the motion and rendering of fire particles. It constructs the data structures of particle systems and particles by using object-oriented ideas. It designs the functional modules of fire simulation system and divides it into four modules: the particle system module, the particle module, the texture module and the motion field module. In order to enhance the third dimension, we use texture mapping, billboarding and the color mixture techniques for fire rendering. Especially in order to describe the dynamic wavering of fire, for example, it wavers left and right, up and down, the motion field is introduced into the fire system, we mainly discusses the effect of gravity and wind to the fire. In order to improve the performance of real time, on the one hand, we use each surface in stead of the dot particle to render the fire particle, so every surface can substitute hundreds of particles, on the other hand, we use the dynamically generated imposters technique, so the speed of implementation is...
Keywords/Search Tags:Particle System, Fire simulation, Render, Texture map
PDF Full Text Request
Related items