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Research On Multi-noise Volume Cloud Real-time Simulation

Posted on:2020-05-15Degree:MasterType:Thesis
Country:ChinaCandidate:Z X LiuFull Text:PDF
GTID:2428330599460277Subject:Computer Science and Technology
Abstract/Summary:PDF Full Text Request
In the field of computer graphics,research scholars reproduce the real world through computers.Clouds,as a natural phenomenon that prevails in the real world,is a very important research direction in the field of graphics.Real-time volumetric cloud simulation technology is widely used in large-scale 3D games,movies,and animation in addition to scientific research.At present,most of the traditional cloud simulation research focuses on small-scale cloud simulation,and lacks large-scale scene cloud simulation.At the same time,in the study of illumination effects,there is less work to calculate the visual effects of atmospheric real illumination.In order to combine the above two work friendly and add colorful lighting details to large-scale volume cloud scenes,this paper introduces a more accurate atmospheric illumination model based on large-scale cloud modeling to solve the attenuation of light in the sky.Scattering,which is then applied to the cloud's lighting model calculations..Firstly,in order to solve the problem that the computational complexity of cloud simulation in large-scale scenes is too large to meet the real-time requirements,an improved noise texture modeling method is proposed,which uses the combined noise of two resolutions of Simplex noise and Worley noise for cloud construction.Modular,while introducing Curl noise enhances the details of cloud modeling for better cloud modeling.Lay the foundation for the construction of subsequent lighting models.Then,in order to obtain the true illumination effect of the cloud,the attenuation and scattering of the light passing through the cloud are solved.The Beer's law is used to calculate the attenuation,and the Henyey-Greenstein phase function is used to approximate the Mie scattering effect in the cloud.In order to solve the problem of an increase in the calculation amount caused by the fixed ray travel distance and a poor rendering effect,the above problem is solved by adaptively changing the travel distance by the signed distance function.Finally,the large-scale scene volume cloud simulation needs to simulate the sky and the sun and the moon compared to the small-scale scene volume cloud simulation.Otherwise,it will seriously affect the authenticity.In order to solve this problem,the paper firstly solves this problem by solving the light from the atmosphere.The occurrence of attenuation and scattering,attenuation factor and Mie scattering and Rayleigh scattering to solve the illumination effect,and then use the orbital parameters of the planet to accurately calculate the position of the sun and the moon in the sky,thereby enhancing the realism of the cloud and atmospheric lighting effects.Design and implement real-time simulation of large-scale scene volume clouds with the Unity 3D engine and the Unity Shader language.
Keywords/Search Tags:Multi-noise, Volume cloud, Real-time rendering, Large scale, Atmospheric rendering
PDF Full Text Request
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