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Real-time cloud simulation and rendering.

机译:实时云模拟和渲染。

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摘要

Clouds are a ubiquitous, awe-inspiring, and ever-changing feature of the outdoors. They are an integral factor in Earth's weather systems, and a strong indicator of weather patterns and changes. Their effects and indications are important to flight and flight training. Clouds are an important component of the visual simulation of any outdoor scene, but the complexity of cloud formation, dynamics, and light interaction makes cloud simulation and rendering difficult in real time. In an interactive flight simulation, users would like to fly in and around realistic, volumetric clouds, and to see other aircraft convincingly pass within and behind them. Ideally, simulated clouds would grow and disperse as real clouds do, and move in response to wind and other forces. Simulated clouds should be realistically illuminated by direct sunlight, internal scattering, and reflections from the sky and the earth below. Previous real-time techniques have not provided users with such experiences.; I present a physically-based, visually-realistic cloud simulation suitable for interactive applications such as flight simulators. Clouds in the system are modeled using partial differential equations describing fluid motion, thermodynamic processes, buoyant forces, and water phase transitions. I also simulate the interaction of clouds with light, including self-shadowing and multiple forward light scattering. I implement both simulations—dynamic and radiometric—entirely on programmable floating point graphics hardware. The speed and parallelism of graphics hardware enables simulation of cloud dynamics in real time. I exploit the relatively slow evolution of clouds in calm skies to enable interactive visualization of the simulation. The work required to simulate a single time step is automatically spread over many frames while the user views the results of the previous time step. I use dynamically-generated impostors to accelerate cloud rendering. These techniques enable incorporation of realistic, simulated clouds into real applications without sacrificing interactivity.; Beyond clouds, I also present general techniques for using graphics hardware to simulate dynamic phenomena ranging from fluid dynamics to chemical reaction-diffusion. I demonstrate that these simulations can be executed faster on graphics hardware than on traditional CPUs.
机译:云是户外无处不在,令人敬畏且不断变化的功能。它们是地球天气系统不可或缺的要素,并且是天气模式和变化的有力指标。它们的效果和指示对飞行和飞行训练很重要。云是任何室外场景的视觉模拟的重要组成部分,但是云形成,动力学和光交互的复杂性使得实时进行云模拟和渲染变得困难。在交互式飞行模拟中,用户希望在现实的体积云中或周围飞行,并希望其他飞机令人信服地在其内部和后面经过。理想情况下,模拟云将像真实云一样生长和扩散,并响应风和其他力而移动。模拟的云应该被直射的阳光,内部散射以及来自下面的天空和地球的反射真实地照亮。以前的实时技术还没有为用户提供这种体验。我提出了一种基于物理,视觉逼真的云模拟,适用于交互式应用程序,例如飞行模拟器。使用描述流体运动,热力学过程,浮力和水相变的偏微分方程对系统中的云进行建模。我还模拟了云与光的相互作用,包括自阴影和多重前向光散射。我完全在可编程浮点图形硬件上实现了动态和辐射模拟两种模拟。图形硬件的速度和并行性可实时模拟云动态。我利用云在平静的天空中相对缓慢的演化来实现模拟的交互式可视化。当用户查看上一个时间步的结果时,模拟单个时间步所需的工作会自动分散到许多帧中。我使用动态生成的冒名顶替者来加速云渲染。这些技术可以在不牺牲交互性的情况下将真实的模拟云合并到实际的应用程序中。除云之外,我还介绍了使用图形硬件模拟从流体动力学到化学反应扩散的动力学现象的通用技术。我证明了这些仿真可以在图形硬件上比在传统CPU上更快地执行。

著录项

  • 作者

    Harris, Mark Jason.;

  • 作者单位

    The University of North Carolina at Chapel Hill.;

  • 授予单位 The University of North Carolina at Chapel Hill.;
  • 学科 Computer Science.; Physics Atmospheric Science.
  • 学位 Ph.D.
  • 年度 2003
  • 页码 151 p.
  • 总页数 151
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类 自动化技术、计算机技术;大气科学(气象学);
  • 关键词

  • 入库时间 2022-08-17 11:44:53

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