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Modeling and simulation of dust behaviors behind a moving vehicle.

机译:对行驶中的车辆后面的粉尘行为进行建模和仿真。

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Simulation of physically realistic complex dust behaviors is a difficult and attractive problem in computer graphics. A fast, interactive and visually convincing model of dust behaviors behind moving vehicles is very useful in computer simulation, training, education, art, advertising, and entertainment. In my dissertation, an experimental interactive system has been implemented for the simulation of dust behaviors behind moving vehicles. The system includes physically-based models, particle systems, rendering engines and graphical user interface (GUI). I have employed several vehicle models including tanks, cars, and jeeps to test and simulate in different scenarios and conditions. Calm weather, winding condition, vehicle turning left or right, and vehicle simulation controlled by users from the GUI are all included. I have also tested the factors which play against the physical behaviors and graphics appearances of the dust particles through GUI or off-line scripts. The simulations are done on a Silicon Graphics Octane station.; The animation of dust behaviors is achieved by physically-based modeling and simulation. The flow around a moving vehicle is modeled using computational fluid dynamics (CFD) techniques. I implement a primitive variable and pressure-correction approach to solve the three dimensional incompressible Navier Stokes equations in a volume covering the moving vehicle. An alternating-direction implicit (ADI) method is used for the solution of the momentum equations, with a successive-over-relaxation (SOR) method for the solution of the Poisson pressure equation. Boundary conditions are defined and simplified according to their dynamic properties.; The dust particle dynamics is modeled using particle systems, statistics, and procedure modeling techniques. Graphics and real-time simulation techniques, such as dynamics synchronization, motion blur, blending, and clipping have been employed in the rendering to achieve realistic appearing dust behaviors. In addition, I introduce a temporal smoothing technique to eliminate the jagged effect caused by large simulation time.; Several algorithms are used to speed up the simulation. For example, pre-calculated tables and display lists are created to replace some of the most commonly used functions, scripts and processes.; The performance study shows that both time and space costs of the algorithms are linear in the number of particles in the system. On a Silicon Graphics Octane, three vehicles with 20,000 particles run at 6-8 frames per second on average. This speed does not include the extra calculations of convergence of the numerical integration for fluid dynamics which usually takes about 4-5 minutes to achieve steady state.
机译:在计算机图形学中,物理上逼真的复杂粉尘行为的模拟是一个困难而诱人的问题。快速,交互式且在视觉上令人信服的移动车辆后尘行为的模型在计算机模拟,培训,教育,艺术,广告和娱乐中非常有用。在我的论文中,已经建立了一个实验交互系统,用于模拟行驶中的车辆后面的灰尘行为。该系统包括基于物理的模型,粒子系统,渲染引擎和图形用户界面(GUI)。我采用了包括坦克,汽车和吉普车在内的几种车辆模型,以在不同的场景和条件下进行测试和模拟。平静的天气,蜿蜒的状况,车辆向左或向右转弯以及由用户从GUI控制的车辆模拟都包括在内。我还通过GUI或脱机脚本测试了影响粉尘颗粒的物理行为和图形外观的因素。仿真是在Silicon Graphics Octane工作站上完成的。灰尘行为的动画是通过基于物理的建模和仿真来实现的。使用计算流体动力学(CFD)技术对移动车辆周围的流动进行建模。我实现了原始变量和压力校正方法,以解决覆盖移动车辆的三维不可压缩的Navier Stokes方程。交替方向隐式(ADI)方法用于动量方程的求解,而连续超松弛(SOR)方法用于泊松压力方程的求解。边界条件是根据其动态特性定义和简化的。使用粒子系统,统计数据和过程建模技术对粉尘粒子动力学进行建模。图形和实时仿真技术(例如动态同步,运动模糊,混合和修剪)已用于渲染中,以实现逼真的外观灰尘行为。另外,我介绍了一种时间平滑技术,以消除由大量仿真时间引起的锯齿效应。使用了几种算法来加快仿真速度。例如,创建预先计算的表和显示列表以替换一些最常用的功能,脚本和过程。性能研究表明,算法的时间和空间成本在系统中的粒子数量上都是线性的。在Silicon Graphics Octane上,三辆载有20,000个颗粒的车辆平均以每秒6-8帧的速度运行。该速度不包括流体动力学数值积分收敛的额外计算,通常需要大约4-5分钟才能达到稳态。

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