Global weather simulation method based on particle system

A technology of particle system and simulation method, which is applied in 3D image processing, image data processing, instruments, etc. It can solve the problems of lack of changes in pre-rendered animation, affect system running speed, and large memory consumption, etc., to achieve rich and changeable real weather effect, reduce CPU operation overhead, and improve efficiency

Active Publication Date: 2013-12-25
FUJIAN TQ DIGITAL
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  • Application Information

AI Technical Summary

Problems solved by technology

Players can only see a pre-rendered art effect without other changes. If they want to maintain long-term changes, they need to pre-render a large number of single-frame images, and each texture supporting these images needs to cover the entire screen. Therefore, the memory consumption is very large
[0003] Another improvement is to use real-time particle systems directly in the game scene instead of using pre-rendered ani

Method used

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  • Global weather simulation method based on particle system
  • Global weather simulation method based on particle system
  • Global weather simulation method based on particle system

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Embodiment Construction

[0026] see Figure 1 to Figure 3 , the embodiment of the present invention will be described in detail.

[0027] A global weather simulation method based on a particle system. The method is applied in a 3D scene. In the 3D scene, a virtual camera is used to simulate the human eye, and its visible area is a closed four-sided pyramidal space, called a viewing cone. A (see figure 1 ), the method includes the following steps:

[0028] Step 1. Please refer to figure 2 , create a main zone:

[0029] The main area B is a cube space with the center point O at the position of the virtual camera, the side length of the main area is R, R=2(D+X), and the D is the center point O to the tetrahedral pyramid The distance of the upper plane, the X is a user-defined variable, 0≤X≤L, and the L is the upper plane A of the four-sided pyramid A 1 and lower plane A 2 The vertical distance between them; the larger the X value, the more particles there will be in the field of view, and a better...

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Abstract

The invention provides a global weather simulation method based on a particle system. The global weather simulation method comprises the steps of 1, establishing a main region; 2, determining the current region for particle motion, wherein the current region is a particle generation region, a new particle begins to move after randomly appearing on any point on the upper end surface of the current region; 3, when a virtual camera moves or rotates again, determining the current region for particle motion again. According to the global weather simulation method, the main region for wrapping the camera is provided, then, the current region for particle motion is determined according to the main region and the moving or rotating direction vector of the virtual camera, the global weather is simulated only within the current region, and a visual cone is contained in the current region, so that an abundant variable true weather effect is brought for a user, meanwhile, the operation expense of a CPU (Central Processing Unit) is reduced, the program and system operation efficiencies in a weather simulation process are increased, and the special effect design and manufacturing costs are reduced.

Description

【Technical field】 [0001] The invention relates to a particle system-based global weather simulation method. 【Background technique】 [0002] In 3D games, traditional weather effect simulation schemes mostly use full-screen light effects, which is to use art production tools (such as 3dmax or maya) to create weather-simulating particle effects, and then pre-render them into flat animations, which can be played repeatedly in the game , in order to achieve the purpose of creating weather effects in the game scene. This technique is like putting a piece of transparent glass in front of the camera, and several changing pictures are repeated on the transparent glass. Players can only see a pre-rendered art effect without other changes. If you want to maintain long-term changes, you need to pre-render a large number of single-frame images, and each texture supporting these images needs to cover the entire screen. Therefore, the memory consumption is very large. [0003] Another i...

Claims

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Application Information

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IPC IPC(8): G06T15/00
Inventor 李臻刘德建陈宏展金磊
Owner FUJIAN TQ DIGITAL
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