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The Flame Simulation Study Based On Particle System And Texture Mapping

Posted on:2014-01-27Degree:MasterType:Thesis
Country:ChinaCandidate:X LvFull Text:PDF
GTID:2248330398958034Subject:Computer software and theory
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In recent years, people experienced a new way of work and leisure with the gradually popu-larization of the computer. Computer graphics played an extremely important role in the field offilm and television production, military exercises, advertising media and digital games. In realist-ic simulation study, scholars gradually found a kind of thing, which wasn’t seemingly dramatic,but the importance of the simulation of the object could not be ignored. This class object whosesimulation results had a significant role in the construction of the whole scene was the random f-uzzy objects, such as fire, the atmosphere, cloud, water, smoke, and so on. Fireworks and flameall belonged to fuzzy objects with complex structure and changeful external form. Both had thesimilarity and existed difference at the same time, they could be seen in many applications. Fire-works and flame as the fuzzy objects representatives to achieve their simulation, the work is asfollows:1、I studied of the random fuzzy object simulation technology at home and abroad, analyzedthe main simulation methods and compared their advantages and disadvantages. Besides that Ialso imitated fireworks and flame as the basis of the improved particle system.2、I gone deeply into the setup of the particle system model and the change and control ofparticle Attributes in the process of the particle movement. At the same time, i introduced thestructure, principle, function in the simulation of the GPU acceleration technology and graphicstool named OpenGL.3、The improved flame simulation method was put forward by the modeling method basedon visual effect and i completed the flame simulation finally.From the Angle of visual effect, theshape and characteristics of the flame were analyzed, and the attribute data would be gived toflame particles. Particle system was put forward new way of storing in memory, which reducedthe storage time in the death and rebuild of particles. In order to improved the real-timeperformance of simulation, in addition to data preparation work finished in the CPU, thecalculation of the attributes of particles, such as update operations on the GPU. I used theimproved Perlin noise function to produced random disturbance on flame particle’s speed anddirection and increased the sense of reality of flame. To get more real and natural flame, iintroduced texture mapping and bulletin board technology in the rendering. At the same time, iappointted a series of resolution decreased texture images by filtering and reduced the artifactswhat may appear.4、The application based on improve particle system completed a given shape3D fireworkssimulation work. Different from the most of scholars who simulated more traditional peony,fountains and other ordinary fireworks, i was in-depth study of3D fireworks. In order to reducedthe complex computational cost of3d fireworks. Using the GPU’s programmability, i presentedthe extended double depth stripping algorithm for rapid sampling sample point on the3d grid. In order to get a more real fireworks explosion effect, parallel iterative clustering algorithm was putforward and the fireworks multi-level explosion was realized. I used inverse dynamics tocalculation the fireworks particle’s speed and acceleration through the pixel position which thetarget shape is mapped to screen and finally obtained the3D fireworks with shape restrict.Fuzzy objects are tiny, but their importance cannot be ignored. How best analog effect canbe achieved in the shortest time is the ultimate goal of the researchers.
Keywords/Search Tags:Particle system, Texture mapping, GPU acceleration, Inverse dynamics, Paralleliterative clustering
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