基于粒子驱动的海洋仿真技术研究
Research on particle-driven ocean simulation technology
李子奇 1李辉2
作者信息
- 1. 四川大学计算机学院(软件学院),成都 610065
- 2. 四川大学计算机学院(软件学院),成都 610065;四川大学视觉合成图形图像技术国家重点学科实验室,成都 610065
- 折叠
摘要
近年来,游戏和虚拟现实等实时应用对于逼真的海洋场景和波浪效果的要求越来越高,针对现有的波粒子算法传输数据量大、生成波浪不够平滑的问题,提出一种新的基于粒子驱动的海洋仿真算法,几何波粒子算法.该算法首先生成用于环境模拟的环境粒子和用于交互波浪模拟的几何粒子并传输到GPU端,在几何着色器阶段将一个几何粒子分裂为大量粒子,解决传输数据量大的问题;并提出加权像素对齐算法对两种粒子进行处理,以解决波浪不平滑的问题.实验结果表明,几何波粒子算法在复杂场景下的渲染效率有了显著提高,且拥有更平滑的视觉效果.
Abstract
In recent years,there has been a growing demand for realistic ocean scenes and wave effects in real-time applications,such as games and virtual reality.To address the large data transfer volume and the lack of smoothness in wave generation in existing wave particle algorithms,a new particle-driven ocean simu-lation algorithm is proposed:GeoWave Particle Algorithm.This algorithm initially generates environment particles to stimulate the environmental and geometric particles for interactive wave simulation,which are subsequently transmitted to the GPU for processing.In the geometry shader stage,a single geometric particle is split into numerous particles,effectively solving the issue related to large data transmission.Additionally,a Weighted Pixel Alignment algorithm is introduced to handle both types of particles,addressing the concern re-garding wave roughness.Experimental results demonstrate that the GeoWave Particle algorithm significantly improves rendering efficiency in complex scenes and provides smoother visual effects.
关键词
波粒子/几何波粒子/加权像素对齐/几何着色器/波浪模拟Key words
Wave particle/GeoWave particle/Weighted pixel alignment/Geometry shader/Wave simulation引用本文复制引用
基金项目
国家自然科学基金重点项目(U20A20161)
出版年
2024