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The Improvement For Real-time Performance Of Interactions Between Swirls And Ocean In Arbitrary Place

Posted on:2016-09-08Degree:MasterType:Thesis
Country:ChinaCandidate:F GaoFull Text:PDF
GTID:2180330479951080Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
Multiple swirls simulate various ocean marine disaster warning, an indispensable element of the marine disaster assessment, film and television animation, 3D games, virtual reality environment, but because of its complexity and the formation of its manifestations is difficult to achieve in real-time conditions more realistic performance, so we have certain aims to study a real-time adaptive ocean vortex generation.First, the vortex forms of marine complex, introducing Feynman Lectures in Physics section for hydrodynamics equations describing the vortex structure, using a quadratic function of its three-dimensional simulation of surface constructed contour function static ocean eddies can be generated at any position different forms of whirlpool, rich marine phenomena simulation, because the amount of computation is not a quadratic function of the reason, improved real-time.Secondly, the problem of insufficient swirl surface details, the introduction of water wave function, rich swirl surface detail; and for the border issue, using a quadratic function, multi-level detail to solve problems and avoid the vortex boundary and ocean grid tearing issues enhanced realism; and for real-time ocean whirlpool, using CUDA general-purpose parallel computing architecture to accelerate technology to further enhance the real-time.Again, for concurrency occurred swirl, swirl profile function by adjusting the corresponding factor, can easily generate multiple sizes swirl in any position; according to their similarity with the gravitational field is introduced for the characteristics of vortex motion movement Navier-Stokes equations solved swirl tangential velocity and radial velocity, drawn swirl motion in the ocean’s surface, to solve the vortex trajectory indescribable question; for the problem of mutual integration between the swirl morphological changes, adjust the correspondi ng factor to achieve a more mutual integration between a vortex simulation; and with the use of simulation in 1995 MENG square cavity in the whirlpool of physical methods were compared, and then for a square cavity restrictions simulated swirl shape blend of different sizes; and finally achieve a whirlpool rigid objects interact with, and use the shader to accelerate the entire calculation process, again raised the real-time.Finally, cross-platform migration issues are not easy, we were in professional graphics programming interface Open GL, general purpose parallel computing architecture CUDA, OSG Ocean and Unity3 D experimental verification, to achieve the desired objectives.
Keywords/Search Tags:Ocean simulation, swirl simulation, swirl motion, swirl profile function
PDF Full Text Request
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