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Water Droplet Simulation Based On GPU Metaball

Posted on:2012-11-17Degree:MasterType:Thesis
Country:ChinaCandidate:J H ZhangFull Text:PDF
GTID:2218330335999598Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Generating realistic world containing water is among the most challenging aspects in virtual reality. The ever-changing nature of liquids and its inherent complexity present an incredible challenge and have captured the attention of lots of computer researchers in recent decades. The great majority of researchers have mainly focus on representing a large mass of the fluids such as ocean, wave and connected fluids, much of the work has been devoted to body motion and regularity for change of water surface, but very little concentrated on small mass of the fluids as the form of water droplet. One important area in computer graphics simulations for water is the animation of droplets, which is vital for rendering nature world.On the foundation of have analyzed the existing rendering algorithm models of water droplet, combining with the physical properties of water drop and in order to respond the questions such as the distortion of the multiple objects overlapping, a improved metaball model that is more suitable to the vague object was researched in this paper. The multiple objects overlapping was weighted in the new model, resolving the question of overlapping distortion. In the motion simulation, each drop has the independence of the physical movement, so we select Particle technology as the properties of each drop of water carrier and use Particle System managing all of the drop motion, in addition, in order to ensure real-time rendering and applicability, we add bump mapping technology to optimize the simulation of the physical complexity of the interface. In the rendering, this paper chose the Fresnel illumination model optimized by empirical models and received a better lighting effect.In the implement, because of advantage of GPU parallel calculation and graph processing suitably, therefore we mainly use GPU programmable language-HLSL to program Vertex Shader and Pixel Shader. Through GPU three layers of rendering algorithm, we achieve improved metaball model of image overlay rendering and we use the symmetry of the water droplet to convert three-dimensional functions to the texture of two-dimensional. This GPU algorithm not only can render the realistic water drop, but also can achieve real-time rendering.
Keywords/Search Tags:Metaball, GPU Rendering, Particle System, Water Droplet Simulation
PDF Full Text Request
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