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Semi-Physical Rendering Method for Large-Scale Ocean Scenes with Rich Details

A large-scale, semi-physical technology, applied in the design of large-scale fluid scene rendering, can solve the problem that large-scale sea scene rendering methods are difficult to meet real-time and authenticity at the same time

Active Publication Date: 2017-07-11
ZHEJIANG UNIV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

[0008] The purpose of the present invention is to solve the problem that the current large-scale ocean scene rendering method is difficult to satisfy both real-time and authenticity, and to provide a semi-physical large-scale ocean scene rendering method with rich details

Method used

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  • Semi-Physical Rendering Method for Large-Scale Ocean Scenes with Rich Details
  • Semi-Physical Rendering Method for Large-Scale Ocean Scenes with Rich Details
  • Semi-Physical Rendering Method for Large-Scale Ocean Scenes with Rich Details

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Embodiment Construction

[0077] A semi-physical rendering method for large-scale ocean scenes with rich details includes the following steps:

[0078] 1) Use the fast Fourier transform method to solve the height and gradient data of the wave Philips spectrum space domain;

[0079] 2) Generate the corresponding ocean level of detail grid according to the current viewpoint position, and assign the height data obtained in step 1) to the ocean grid height information;

[0080] 3) According to the gradient data obtained in step 1), the Gaussian curvature information of the ocean grid vertices is solved, and then the transparency of the ocean foam texture is solved;

[0081] 4) By solving the two-dimensional wave equation, the height information of the ship's wake is obtained, and superimposed on the grid height data obtained in step 1);

[0082] 5) Voxelize the external frame of the ship, calculate the force on the hull, and update the position of the hull;

[0083] 6) According to the positional relatio...

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Abstract

The invention discloses a semi-physical drawing method for a large-scale ocean scene with rich details. The semi-physical drawing method comprises the following steps: (1), height and gradient data of an ocean wave Philip frequency spectrum spatial domain is solved; (2), corresponding ocean detail level mesh is generated according to the current viewpoint position, and ocean mesh height information is given to the solved height data; (3), Gaussian curvature information of the ocean mesh vertex is solved according to the solved gradient data, and the transparency of ocean foam texture is solved; (4), wake wave height information of a boat is acquired through solution of a two-dimensional wave equation, and the acquired mesh height data are superposed; (5), voxelization is performed on outside framework of the boat, hull stress is calculated, and the hull position is updated; (6), a particle system is used for generating a wave splashing effect according to the position relation between the hull and the waves. The semi-physical drawing method has the advantages that the problem that requirements for realness and timeliness cannot be met simultaneously with the conventional method is solved, and more real large-scale ocean scene with rich details can be obtained in real time.

Description

technical field [0001] The invention relates to the field of designing large-scale fluid scene rendering, in particular to a method for semi-physical rendering of large-scale ocean scenes with rich details. Background technique [0002] The non-physical large-scale sea scene rendering method is realized based on the empirical model obtained by oceanographers' long-term observations, and can render realistic ocean scenes in real time. However, the lack of physical simulation makes it difficult to simulate detailed phenomena such as waves and ship wakes. The physics-based ocean scene rendering method simulates the movement of each small particle in the water body by solving the Nyquist equation, so as to obtain real and accurate physical phenomena. However, its extremely low computing efficiency is only suitable for offline drawing, and it is difficult to apply to fields such as virtual reality and game production. It is difficult for previous methods to satisfy the two prop...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06T17/30
CPCG06T17/30
Inventor 王章野柳振东廖惟博
Owner ZHEJIANG UNIV
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