基于OpenGL的海面波浪模拟研究  

Research on Simulation of Sea Surface Waves Based on OpenGL

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作  者:陆晓 LU Xiao(School of Information,Zhejiang Sci-tech University,Hangzhou 310000,China)

机构地区:[1]浙江理工大学信息学院,浙江杭州310000

出  处:《无线电通信技术》2018年第6期579-582,共4页Radio Communications Technology

摘  要:随着计算机软硬件技术的发展,三维模拟场景中的海面波浪模拟已经逐渐成为计算机图形学研究的一个热点。针对传统投影网格法在视点离水面比较近采样时,频率突然增加、导致采样过于密集造成水面网格不平滑的现象,提出了一种限制采样精度的投影网格算法,明显提升了渲染效果,其原理是根据视点与海面的距离去判断采样的精度,当视点远离海面时提高采样精度,当视点靠近海面时限制采样精度。在Normal Mapping的基础上提出了一种基于纹理动画的Normal Mapping算法,提高了海面光照的真实感,最终以Visual C++6.0及OpenGL开发工具实现三维海面场景模拟。With the rapid development of computer hardware and software technology,3 D simulation scene sea wave simulation has gradually become a hot topic of research in computer graphics. When the traditional projection mesh method is used to take a sample whose point of view is near the surface of the water,the sudden increase in frequency may result in over-dense sampling and uneven surface grid. In this paper,a projection mesh algorithm with limited sampling accuracy is proposed,which obviously improves the rendering effect,the principle is to judge the accuracy of sampling according to the distance between the viewpoint and the sea surface.When the viewpoint is far away from the sea,the sampling accuracy is improved.When the viewpoint is close to the sea,the sampling accuracy is limited.Based on Normal Mapping,a Normal Mapping algorithm based on texture animation is presented in this paper,which can improve the realism of sea surface illumination.Eventually Visual C ++ 6.0 and Open GL development tools are used to achieve a 3 D simulation of the sea scene.

关 键 词:海浪模拟 限制采样频率 NORMAL MAPPING 投影网格 OPENGL 

分 类 号:TP391.41[自动化与计算机技术—计算机应用技术]

 

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