Font Size: a A A

Based Post-processing Effects In Water Rendering

Posted on:2011-12-24Degree:MasterType:Thesis
Country:ChinaCandidate:X XuFull Text:PDF
GTID:2208360308966115Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
In the field of computer real time render,simulation of water is generally divided into two parts, dynamic modeling and light shadow rendering. Water was considered as a fluid in dynamic modeling without fixed geometry. The modeling approach which is based on a physical model is often impacted by surrounding environment in the shape. For example dynamic changes are solved by physical model in various environments such as rivers, sea and so on. In the model calculation, the external dynamic disturbances, as well as the calculation of fluctuations is important content. But the light shadow rendering focus on the water reflection and refraction of the light. Because the water is transparent with a glossy effect in surrounding environment.At present natural models and algorithms have been established in the simulation of water wave especially ocean waves. In order to ensure people see continuous smooth water waves, it must ensure that rendering frames are 20 per second or more at least. Lots of CPU is consumed by conventional algorithms. Because it need accurate simulation calculation, the floating point calculation is large. At present wave simulation only execute in a separate demonstration program and it is difficult to apply to the game engine.In this article,parallel computing method that is in the GPU is used to simulate wave especially in lighting simulation in order to take full advantage of GPU computing power and reduce the CPU burden. This article research and realize lighting model, water refraction and reflection phenomena, which greatly enhancing the water simulation of authenticity.Firstly, this article systematically analyzes the current existing water simulation models and key technologies and describes the water simulation algorithm implementation process and characteristics. Then introducing the background theory of wave motion, some parameters calculating method, the wave spectrum, real time rendering and GPU programming. After that introducing PPE3D game engine architecture, and pointing out that the position of this issue in the engine, describing the subject module realizing in the PPE3D game engine. FFT method is used to achieve dynamic modeling. On this basis, presenting basic illumination model surface, and illumination modeling implementation, combined with the support of real-time GPU rendering, Finally, intruding implementation of this subject in the PPE3D editor and analyzing the experimental results in order to prove that the simulation of water based on post-processing effects is efficient, and it can apply to the actual game engine and game editor.In this article, the research work is mainly in the wave modeling and rendering. The FFT algorithm is used to realize wave molding. The deep-water waves, shallow water waves, surface waves are molded by the FFT algorithm. The method in post-processing is used to achieve light rendering. In order to improve rendering efficiency, this light rendering is computed by GPU, thus it can greatly reducing the burden on CPU and improves efficiency.
Keywords/Search Tags:water rendering, post-process effects, refraction, reflection
PDF Full Text Request
Related items