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Research On Simulation Of Tai Lake Water Scene

Posted on:2014-01-22Degree:MasterType:Thesis
Country:ChinaCandidate:H F CaoFull Text:PDF
GTID:2248330398964926Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
The simulation of water scenes is widely used in computer games, movies’ specialeffects, scientific computing visualization and military simulating. It is a hotspot incomputer graphics. This paper is based on the project of “Virtual Tai Lake” developed bysome Supervising Department of Suzhou. The main task is to simulate water scenes of TaiLake in personal computers, including the simulation of water, underwater optical effectsand dynamic effects of watergrasses.In order to make the water change with the wind speed naturally, we introduce thestatistical wave model into water rendering. The statistical model transforms thedisplacement in the fourier domain to the spatial domain by using Inverse Fast FourierTransform. The spatial displacement is then used to offset the water grids’ vertices. Weimplemented the FFT on GPU based on textures and designed a quad-tree chunked LODmethod to optimize the water grids to improve the efficiency.As for the underwater optical effects, a fast and efficient method is proposed tosimulate underwater caustics and light shafts. We introduce caustics map technique intounderwater rendering and improve it with the advantage of periodicity of FFT water. Theunderwater caustics are rendered by using projective texture mapping and the light shaftsare rendered based on ray marching or illumination volumes. The renderings of causticsand light shafts run entirely on the GPU.Research on dynamic effects of water plants is little. So we present a method tosimulate watergrasses interacting with forces. The method is based on particle system andthe law of rotation of a rigid body. And we improve the efficiency of rendering bycombining CPU and GPU.
Keywords/Search Tags:FFT, quad-tree, caustics map, particle system
PDF Full Text Request
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