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Study On The Algorithms For Smoke Sources’ Inter Active Movement In The Virtual-real Fusion Scene

Posted on:2016-11-10Degree:MasterType:Thesis
Country:ChinaCandidate:J X MengFull Text:PDF
GTID:2308330503455017Subject:Computer technology
Abstract/Summary:PDF Full Text Request
Smoke is everywhere in our real life. The status occupied by Smoke Simulation can’t be underestimated in many aspects such as Game, Military Simulation and so on. In order to apply the smoke trajectory simulation to a wider range of areas and acquire fascinating effects, we are bold to do the research on two aspects. One is the research of plane’s real-time smoke-trait effects in flying stunts performing and the other is the algorithm research of smoke sources interaction d based on Kinect in the virtual-real fusion scene.Firstly, aiming at the design requirement of controlling the smoke movement trajectory of the plane’s smoke-trails, it is necessary to introduce certain accelerating factors to control the speed of smoke sources. At the same time, some smaller one of the vortexes caused by the complex flow in the smoke-trails of planes may be neglected. Detailed motions of the vortexes can be achieved, if we replace the coefficient of vortex on the whole grid with the variable space spiral strength and use the adaptive vortex restrictions as external force in the Navier- Stokes equations.Secondly, in order to enhance the reality property of interaction in game scenes, on the basis of drawing smoke using N-S equations, we adopted the Skeleton Tracking function of Kinect to catch the movement of bone point, and then map the movement information of related bone points to related actions by a certain function. Then, we achieved driving the three-dimensional smoke movement in a specific track by external gestures, such as the smoke movement tracked with gestures and its movement with the flapping hands. And we completed the real-time simulation of smoke sources interaction in the virtual-real fusion scene.Then, the MacCormack method was introduced to solve the convective term in N-S equation, which efficiently reduced the numerical dissipation in the Solving process. At the same time, in order to reduce the calculation amount of the Navier- Stokes equations in the computing, we adopted the method of parallel computing on the GPU, thus further improving the real-time performance.Finally, using Unity3 D to set up the platform of the system of a core algorithm of planes’ real-time smoke-trait effects in flying stunts performing and the system of a algorithm of smoke sources interaction movement in the virtual fusion scene. Thus we completed the simulation of various smoke’s movement trajectory. The results showed that it is effective to real-time control the three-dimensional smoke source movement by adopting our algorithm, and our algorithm is also useful to complete the interactive virtual scenes with real scenes. It has a good application prospect.
Keywords/Search Tags:the virtual-real fusion scene, the smoke source movement, Kinect, Navier-Stokes Equations, MacCormack method, vortex restrictions
PDF Full Text Request
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