Font Size: a A A

The Research And Implementation Of Real-time Snow Scene Simulation Technology

Posted on:2013-09-25Degree:MasterType:Thesis
Country:ChinaCandidate:D W ZhouFull Text:PDF
GTID:2248330374985375Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
It is a major desire for the researchers engaged in a virtual reality simulation thatsimulate various natural phenomena in real-time and realistic. With the rapiddevelopment of graphics hardware, more and more simulation systems are applied incomputer games, TV commercials and movie. Snow as essential to a natural landscapein the winter of North, no real-time simulation of the snow, nor reflecting the majesticmomentum, it is said:" thousand ice frost, million falling snow". In recent years, thesimulation of the falling snow mostly focus on its realistic, rather difficult to meet therequirements of real-time. In the firn simulation area, most studies tend to render theprocess of snow deposition from snow to cover snow, and in most implementations,there is often little regard for real-time requirements.This paper will introduce and analyze some of the snow simulation method tofurther explore its principle, including: particle system, the snowflakes physical rule ofmotion, snow texture drawing and static snow model based on the depth map. We wishto see our snow simulation system able to meet the requirements of real-time throughresearch and integrate these theories. The main work of this paper is as follows:1) Analyze and discuss the model of the physical movement of the snow particlesin the air movement, and utilize the advantage of GPU, making every rendering frame,real-time calculate and update the current frame’s snow particle properties such asposition, velocity etc., according to the physical movement of the snow and last frame’spaticle attributes, in order to achieve a close-range falling snow simulation.2) Apply the dynamic texture theory to real-time rendering of the vision at thefalling snow scene, raise the drawing method of viewpoint-based double hemi-cone, anddiscussed the means of achieving of the parallax effect.3) Raise a fast, simple realistic static covering snow rendering method. Based onthe Chebyshev’s inequality and the probability theory, approximate the inequality’supper limit of probability to the corresponding point of the snow thickness ratio,hardware filtering to simulate a more realistic " light snow zone "effect.4) Combined with the programmable pipeline, LOD, point sprite, RTT related technologies, we expound the design and implementation of the proposed algorithm,and finally prove to achieve based on GPU-accelerated real-time snow simulation andexperimental results show that,the implemented algorithm is able to meet the needs ofreal-time efficiency.
Keywords/Search Tags:snow simulation, paticle system, dynamic texture, occlusion map, level ofdetail
PDF Full Text Request
Related items