Font Size: a A A

Real-time And Realistic Simulation Of Large-scale Deep Ocean Foam Based On GPU

Posted on:2015-04-06Degree:MasterType:Thesis
Country:ChinaCandidate:C Y GuoFull Text:PDF
GTID:2180330422971013Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Ocean waves foam is a common natural phenomenon. In virtual reality applications,computer games and movie special effects, the foam effect greatly affects the realism ofthe user experience. In recent years, along with continuous renewal of computer hardwareand related technologies, the rapid development of large-scale ocean scene drawing moreand more attentions from researchers in computer graphics. However, since the state ofmarine sports complex and involve a wide range of fields, etc., for real-time realisticsimulation of the scene becomes difficult research in the field of computer graphics. Foamas the most vivid manifestation of the waves, and its fidelity simulation of the ocean playsa very important role. This paper presents a new approach to simulate the waves foam.First, in order to build dynamic waves, Phillips spectrum is calculated using anamplitude value of the waves in the frequency domain, Converted by the Inverse FastFourier Transform (IFFT) to the frequency domain amplitude of the height value in thespatial domain, thereby constructing the sea surface height. Because Phillips spectrum is areal statistical data obtained from the ocean, which can simulate the high realism of thedeep ocean.Secondly, based on inversion fast Fourier transform wave spectrum generatingsurface, on the basis of the algorithm using CUDA parallel accelerate the surfacemodeling, improve the real-time simulation, and the ocean rendering are introduced.Again, put forward a new threshold value dynamically based on the globalcoordinates to control foam generation and reduce its cycle repeatability of the method.Using tiled small patch structure in the numerical simulation of Marine deep sea surface isa common method, which can greatly reduce the amount of calculation. But this approachleads to bubbles on the surface of the ocean has obvious repeatability, seriously affectingthe effects of simulation fidelity and authenticity. To solve this problem, the design of adynamic threshold condition is used to determine whether a point in the sea to break thefoam and foam repeatability. And deal with the color of the point and problems oftransparency due to new conditions, such as boundary hard edge phenomenon or rough texture, etc., make the effect more realistic.Finally, using OSG open-source library graphics, CUDA architecture and theOpenGL shading language GLSL design has realized the depths of the ocean waves andbubble simulation system.
Keywords/Search Tags:Deep ocean simulation, Foam simulation, GPU, CUDA
PDF Full Text Request
Related items