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Game Engine In Real-time Wan Fluid Rendering Research And Application

Posted on:2009-12-26Degree:MasterType:Thesis
Country:ChinaCandidate:L WuFull Text:PDF
GTID:2208360245961113Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
In recent years, with the development of the PC game and virtual environment systems, people need to increase the quality of real-time rendering and the complexness of rendering scene. The capability of the computer's graphics hardware also has huge development, especially when the programmable render pipeline appeared. So the render systems should have more actual feelings and real-time. The rendering of the land covered with large liquid can improve the customer's feeling. So the simulation about water has the very large importance. But the current arithmetic has a lot of disadvantages, such as needing large amount of compute and time's limit, which make the arithmetic hard to put into the real-time render system.Firstly, this paper analyses and summarizes some current arithmetic of water rendering. On this condition, for making the balance between the rendering effect and efficiency, author optimizes the typical arithmetic with the new capability of the graphics hardware. The author focuses the two aspects about optimizing the arithmetic. One is reducing the amount of compute about the mesh by using the mulriple texture blending and resolving the wave equation on the GPU. The anther one is simplifying the calculating about the light model. By using the graphics hardware's capability such as environment texture mapping, it can simulate the light's refracting and reflecting efficiently.Simulating the rigid body floating on the water also is the hotspot. The movement of the floating rigid body is very complex. Presently, there are two computing methods: the first is that embedding some regular bodies into the rigid body and computing buoyancy respectively; the second is that labeling some especial points on the body's surface and computing the area delegated by each point. Neither of the methods adapt to the real-time system, because they can not simulate the body with complicate surface, and need large additional data. The author simplifies the arithmetic by decomposing the rigid body, which improves efficiency remarkably.At last, this paper analyses the deficiencies to be improved on in the experiment and makes the expectation about the development of real-time liquid rendering.
Keywords/Search Tags:real-time rendering, large scale liquid, water rendering, buoyancy, wave equation
PDF Full Text Request
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