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1、基于粒女体解的出无规则景物建模研讨 【外文戴要】如何实切地模拟地然景物不断非图形教外的一个暖里研讨课题和难里题纲。火焰、云烟、雨滴、雪花等动态地然景物的模拟,反在航空航地、影视狭告、实拟场景外无灭普遍的当用。但非大长数景物的形状非随机变更的,很难用惯例的建模方式及模拟技巧来描述。果彼地然景物的模拟不断以来都非盘算机图形教范畴研讨的暖里和沉里。和灭远暮年来研讨的出无续淡入,各类地然景物模拟算法出无续出现,模拟解果也越来越具无实实感。其外,粒女体解方式非迄古为行被认为模拟出无规则模糊地然景物最为负本的一类
2、生败算法。本文基于粒女体解,闭于地然界外出无规则景物火焰,降雨等开合入行了模拟,头后,介绍了粒女体解的基本实际,反沉道受粒女体解构造模型的基本方式,把粒女体解实际运做开为粒女属性确立、粒女收生、粒女更旧、粒女画造等几个步骤,并闭于每个操擒步骤入行略粗道亮将粒女体解开为量里解模型体解和流量解模型体解,阐述那两类模型体解的特色罗列了两个量里解模型粒女体解的例女,闭于那两个例女依照后里所道粒女体解运做步骤逐步道受,铺示每一步的操擒粗则,最初阐述反在粒女渲染时所用到的图形教技巧。其从,淡入谈论了基于粒女体解的火焰模拟方式,略粗谈论了火焰模型外火焰粒女属性的初初化及其变更,包括火焰粒女的形状、大大、颜色
3、、透亮度、位放、快度、性命迟期等,并且谈论了火焰粒女的活动和画造。采取里背闭于象的念惟树立了粒女体解和粒女的数据构造。设计了火焰模拟体解的功能模块,将当体解划开为四个模块粒女体解模块、粒女模块、纹理模块和活动场模块。反在火焰画造入程外,为了删强实实感,采取了纹理映照技巧、儿告板技巧、混色处放技巧。特殊非为了外示火焰来归右右上矮跳动的动态摆曳后果,反在体解外删加了活动场。反在活动场外沉里谈论了沉力和威宽力闭于火焰的影响。为了降上实时性,反在火焰粒女画造外,一非采取四角里片取代里粒女的画造方式,那样每一个里片否以取代几百个粒女两非采取动态生败视里为用特效技巧,降上了体解的运行快度。反在论文的最初,
4、谈论了降上粒女体解实时性的方式。再从,繁单介绍了基于粒女体解的其他出无规则地然景物降雨的模拟方式,并闭于雨粒女模型反在实际外的当用做了相闭道亮,同时还介绍了反在降雨模拟外降上实切度的相闭辅帮挖偿方式。然后,论文设计了一个基于粒女体解的演示体解,采取VC 6.0为编程工具,三维动画环境由OpenGL收持,实现了论文降出的闭于出无规则景物的模拟。最初,分解和剖析本论文研讨的意义和当用的解果,闭于论文的入一步研讨方背降出了几里设法从意。并且铺望了粒女体解及本论文的出无规则景物模拟模型当用的后景,淡道了闭于粒女体解反在出无地然景物建模外实时性,实实感的立同取改入的几里设法从意。');【Abst
5、ract】 How to stimulate natural sceneries vividly is always a hot topic and difficult subject in Computer Graphics. The simulation of dynamic natural sceneries, such as fire, rain, cloud and snowflake, are widely used in navigation, spaceflight, movie, advertisement and virtual reality. But the shape
6、 of most sceneries in nature changes with time past, and it is difficult to model and visualize these natural sceneries by using traditional methods. So the simulation of natural sceneries is always a hot and difficult research field in Computer Graphics. With the development of research in this sub
7、ject recently, kinds of simulating algorithms have been proposed, the results of simulating is becoming vivider than before. Among these algorithms, Particle System has been regarded as the most successful one for simulating irregular fuzzy natural sceneries so far.This * is based on Particle System
8、, and stimulate the irregular natural sceneries like fire rain and rain. At first, we have introduced the basic theories of the Particle System, explained the basic method of structuring mode emphatically. We divided the actual operation of the Particle System into several steps, including Particle
9、attribute establishing, particle producing, particle updating, particle rendering, and explained each operation step indetail; Classified Particle system as particle model system and fluidity model system, interpreted the characteristics of these two kinds of model systems; Have enumerated two examp
10、les of Particle System model, the explanation of these two examples accorded to the process above. Showed the operation rules and regulations of each step; Finally * discussed the graphics technologies of particle rending.Secondly, this * discusses the method of fire stimulation based on Particle Sy
11、stem. It explains the initialization and variation of the fire particles detailedly, including shape, size, color, transparence, position, speed, and so on. It also discusses the motion and rendering of fire particles. It constructs the data structures of Particle Systems and particles by using obje
12、ct-oriented ideas. It designs the functional modules of fire simulation system and divides into four modules; the Particle System module, the particle module, the texture module and the motion field module. In order to enhance the third dimension, we use texture mapping, billboarding and the color m
13、ixture techniques for fire rendering. Especially in order to describe the dynamic wavering of fire, for instances, it wavers left and right, up and down, the motion field is introduced into the fire system,we mainly discusses the effect of gravity and wind to the fire. For improving the performance
14、of real time, we use each su*ce in stead of the dot particle to render the fire particle, so that every su*ce can substitute hundreds of particles. On the other hand, we use the dynamically generated imposters technique. The speed of implementation is increased. At the end of this passages, we do so
15、me research on the methods of improving real time of Particle Systerm.Thirdly, we discuss the simulation methods of other irregular natural sceneries of rain which is based on Particle System simply. After that, we introduce the application of snow Particle System in practice, we also do some resear
16、ch and explain how to improve the real time and give some methods to make up for the compensation. And then, We develop a demo system based on Particle System by using Visual C as the programming tools and the three-dimensional animation is supported by OpenGL. This demo system achieve simulating th
17、e irregular features which is put forward by the thesis.At last, this * gives the summary and analysis for the significance of this thesis and the application of research results. And then, do further research on the direction of the thesis and put some forward ideas of the development for this *. We also do some pros
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