基于投影网格算法的海面波浪模拟
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  • 英文篇名:Simulation of Sea Surface Waves Based on Projection Grid Method
  • 作者:彭晶 ; 陆晓 ; 李晖
  • 英文作者:PENG Jing;LU Xiao;LI Hui;School of Computer Science and Engineering,Wuhan Institute of Technology;
  • 关键词:海浪模拟 ; 真实感绘制 ; 快速傅里叶变换 ; 投影网格算法
  • 英文关键词:sea surface wave simulation;;realistic rendering;;fast Fourier transform;;projection grid method
  • 中文刊名:WHHG
  • 英文刊名:Journal of Wuhan Institute of Technology
  • 机构:武汉工程大学计算机科学与工程学院;
  • 出版日期:2018-10-15
  • 出版单位:武汉工程大学学报
  • 年:2018
  • 期:v.40;No.208
  • 基金:国家自然科学基金(51703071);; 湖北省教育厅科研重点项目(D20171504);; 武汉工程大学教学改革项目(X2016028);武汉工程大学研究生教育教学改革研究项目(yjg201607)
  • 语种:中文;
  • 页:WHHG201805016
  • 页数:6
  • CN:05
  • ISSN:42-1779/TQ
  • 分类号:91-96
摘要
针对海面波浪模拟中实时性与渲染效果无法同时兼顾的难题,提出了一种基于投影网格多细节层次的低采样频率算法。先用投影网格算法对海面建模,生成一个海平面网格,同时在近视点处降低采样频率,解决网格过密所造成的海面网格走样问题;再采用快速傅里叶变换计算海面高度场,为海面添加波浪;最后结合纹理动画技术和Normal Mapping算法添加海面纹理,并分三次对纹理进行采样,来增强海面的水纹细节,建立了具有高真实感的动态海面波浪模型。实验表明,该方法减少了计算量,具有实时性;还模拟了海面的细微扰动,提升了算法渲染的逼真度。
        For solving the problem that the real-time and rendering effects can not be realized in the same time in the sea wave simulation,a low sampling frequency algorithm based on a multi-level detail algorithm of the projection grid was proposed. Firstly,a sea-surface model was constructed by using the projection grid algorithmto generate the sea-surface grid. Simultaneously,the grid aliasing of the sea-surface caused by over-density gridwas solved by reducing the sampling frequency at near viewpoint. Then,the fast Fourier transform algorithm wasadopted to calculate the sea-surface height field so as to add waves. Finally,the texture animation technologyand normal mapping algorithm were combined to add texture of sea-surface. In addition,the texture wassampled three times to enhance the slight detail of the sea-surface. A dynamic sea-surface wave model with ahigh realism was presented. The experiments showed that the proposed method reduced the computationalcomplexity,and satisfied the real-time demand. It also simulated the slight disturbance of the sea-surface,hereby improving the fidelity of the rendering.
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