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研究生: 張俊偉
Jun-Wei Chang
論文名稱: 流水中波濺之即時繪製技術
Real-Time Rendering of Splash in Stream Water
指導教授: 張鈞法
Chun-Fa Chang
口試委員:
學位類別: 碩士
Master
系所名稱: 電機資訊學院 - 資訊工程學系
Computer Science
論文出版年: 2007
畢業學年度: 95
語文別: 英文
論文頁數: 56
中文關鍵詞: 粒子系統變形球告示板繪製技術
外文關鍵詞: Particle System, Metaball, Billboard Rendering
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  • 本篇論文提出了水流中湍流和波濺的即時模擬以及繪製技術,同時考慮了不規則地形以及動態剛體的互動效果。為了達到即時的畫面更新率,我們採用了基於繪圖處理單元(GPU)加速的粒子系統來模擬水流、水花的運動,並且利用二維的變形球以及告示板的繪製技術來表示三維的水表面。另外,我們用來繪製波濺表面的告示板並不像過去的作法會有切面的瑕疵。雖然我們在此提出的方法並非物理上正確,但此方法仍可達到有效率而且可置信的繪製效果。


    The thesis presents a real-time method to simulate and render the turbulent flow and splash of stream water over irregular terrain and dynamic rigid objects. In order to achieve real-time frame rates, we adopt a GPU-based particle system to perform the simulation and exploit 2D metaballs with billboards to represent the 3D water surface. Besides, our billboard rendering method for splash surface does not possess the traditional clipping artifact. Although our proposed method is not a direct physical simulation, the results are empirically plausible and efficient, and especially suitable for interactive graphics application such as computer games.

    摘要 i Abstract ii Acknowledgments iii Table of Contents iv List of Figures v Chapter 1 Introduction 1 1.1 Thesis Overview 2 Chapter 2 Related Works 3 2.1 The Navier-Stoke Equations 4 2.2 Solving the Navier-Stoke Equations with Grid-Based Method 11 2.3 Solving the Navier Stoke Equations with Particle-Based Method 18 2.4 The Carpet Covering Model 24 2.5 The Water Column Model 26 Chapter 3 The Simulation and Rendering of Splash in Stream Water 29 3.1 Simulation 29 3.1.1 Height Field 30 3.1.2 Flow Field 31 3.1.3 Attribute Textures of Particles 33 3.1.4 Particle Motion Simulation 35 3.1.5 Collision and Dampening 35 3.1.6 State Transition 36 3.1.7 Emit Particles and Sub-Particles 37 3.1.8 Transfer the Position Data to Vertices 39 3.2 Rendering 39 3.2.1 Billboard Construction 39 3.2.2 2D Metaball Rendering for Splashes 42 3.2.3 River Surface Rendering 48 3.3 Composition 53 Chapter 4 Results and Conclusion 54 Reference 56

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    11. Kei, I., et al. Point-based Rendering of Water Surfaces with Splashes Simulated by Particle-based Simulation. in NICOGRAPH International. 2006.
    12. Peter, K., et al., UberFlow: a GPU-based particle engine, in Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware. 2004, ACM Press: Grenoble, France.

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