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Method for constructing streamline animation under wind field driving of particle system based on GS (Geometry Shader)

A particle system and wind field technology, applied in the field of data processing and shader construction, can solve the problems of only seeing trees, difficult airflow disturbance, and unable to express the sense of movement of the wind field, so as to reduce the calculation burden, ensure control ability, The effect of relieving the burden of computing

Active Publication Date: 2017-07-04
钱进 +4
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  • Abstract
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  • Application Information

AI Technical Summary

Problems solved by technology

This method of sampling and drawing wind field grid data cannot comprehensively present all the information of the wind field
[0007] 2. Although we can draw all the wind vector poles of a certain part of the grid by enlarging the local part of the model grid, this drawing method cuts the connection between the part and the whole, and this processing scheme will bring about Trees, the downside of missing the forest
[0008] 3. The traditional way of drawing a wind vector pole is a drawing of a static image, which cannot express the sense of movement of the wind field
[0009] 4. In terms of meteorology, except for mesoscale typhoon systems or large-scale subtropical high and low pressure weather systems, which can be seen from the drawings drawn by wind vector poles, other small-scale airflow disturbances are difficult to be intuitively Perceived or not displayed on the screen at all due to subsampling

Method used

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  • Method for constructing streamline animation under wind field driving of particle system based on GS (Geometry Shader)
  • Method for constructing streamline animation under wind field driving of particle system based on GS (Geometry Shader)

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Embodiment Construction

[0069] Describe in further detail below in conjunction with accompanying drawing and embodiment of the present invention:

[0070] 1. The present invention divides the wind speed into 8 grades, and selects 8 colors at equal intervals from the color spectrum of blue to red as the indication of the wind speed. Blue is the smallest and red is the largest. A one-dimensional texture is created, the texture is 1×8 pixels, and these 8 pixels correspond to the above 8 colors, which are used as the sampling information of the wind speed in the geometry shader GS in the subsequent step.

[0071] 2. Control point generation module: Divide the screen area into 16×9 control sub-areas with the same area. Each control sub-area contains N particle bands within the range. In this example, the value of N is 200.

[0072] Set the survival time of each particle belt as T seconds, then die and randomly regenerate in other positions of the control sub-area in the next second, then in each second, t...

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Abstract

The invention discloses a method for constructing a streamline animation under the wind field driving of a particle system based on a GS (Geometry Shader). A great quantity of particle belts forms the streamline animation of the wind field; each particle belt takes m control vertexes as a basis and consists of a corresponding triangular facet; one particle belt is one moving streamline in the streamline animation of the wind field; firstly, a control point processing module is established for controlling the initial position, the life cycle and the intensity element of the control point of the particle belt of each wind field streamline; a GS module is established for dynamically generating more vertexes in a display card on the basis of the control point in the GS processing stage of the programmable pipeline of the display card so as to construct the triangular facet required by each particle. By use of the method, the rendering pipeline of a traditional fixed pipeline is abandoned, the programmable pipeline of the display card on the basis of Direct3D 11 is used, the vast majority of calculation is finished in the stream processor array of the display card, and the calculation burden of a CPU (Central Processing Unit) is fundamentally solved.

Description

[0001] [technical field] [0002] The invention relates to a Direct3D 11 data processing and shader construction method, in particular to a method for constructing a wind field streamline animation based on a GS (geometry shader) particle system driven by a model wind field. [0003] [Background technique] [0004] With the development of numerical forecasting and computer technology, meteorological forecasters often use high-resolution numerical weather prediction models to carry out meteorological forecasting. The wind field data output by these numerical weather prediction models can reflect the strength and intensity of the wind field in the grid predicted by the model. direction information. [0005] The wind vector rod is the traditional drawing method of wind field data. The wind vector rod has direction and strength information, which is used to represent the direction and magnitude of the wind at a certain point in the grid. But this display scheme has the following d...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T13/60G06T1/20
CPCG06T1/20G06T13/60
Inventor 钱进费建芳黄小刚程小平洪亮
Owner 钱进
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