检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:周迎春[1] 房凌晖[1] 郑翔玉[1] 陈晓磊[1]
机构地区:[1]陆军军官学院,安徽合肥230031
出 处:《计算机仿真》2015年第7期417-420,共4页Computer Simulation
基 金:陆军军官学院学术科研基金(XYJJ-066)
摘 要:在虚拟战场烟雾效果优化的设计中,采用传统粒子系统方法难以模拟烟雾的湍流旋转效果,而且需要大量粒子,实时性不强,逼真度不高,难以满足虚拟战场仿真的需要。为解决上述问题,提出一种粒子系统烟雾仿真方法,首先对烟雾粒子进行受力分析,再按照气体动力学方程求解烟雾的运动,并构建相应的烟雾粒子类实现烟雾旋转运动过程模拟。采用动态纹理映射技术模拟烟雾的外形、颜色等形态变化,利用Bill Board和基于视点距离的LOD(Level of Detail)方法提高烟雾绘制效率,与传统粒子系统方法相比,增加了对烟雾湍流旋转的模拟,效果逼真,实时性强,能满足虚拟战场多烟雾仿真需要。A smoke simulation optimization method was proposed based on the theory of particle system. First of all,the forced state of a smoke particles was analyzed. Then according to the gas dynamic equation,the movement of smoke was solved. And the corresponding smoke particle class was constructed to achieve smoke rotational motion simulation. Dynamic texture mapping technique was adopted to simulate the smoke of shape,color,and morphological changes. Bill Board and Level of Detail( LOD) based on the view distance method were used to improve the efficiency of smoke rendering. Compared with the traditional particle system method,the effect of simulation for smoke turbulent swirling was increased,the effect of realistic and real-time can meet the need of simulation of virtual battlefield smoke.
分 类 号:TP391.9[自动化与计算机技术—计算机应用技术]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.28