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A Simulation Method of Global Rain Effect Based on Particle System

A technology of particle system and simulation method, applied in the direction of instrumentation, calculation, image data processing, etc., can solve the problems of unacceptable consumption of computing resources, large memory consumption, lack of changes in pre-rendered animations, etc., to reduce resource consumption and achieve a good sense of reality Effect

Active Publication Date: 2021-04-16
ZHEJIANG KELAN INFORMATION TECH CO LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • 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 the real-time particle system directly in the game scene instead of using the pre-rendered animation, which solves the problem of lack of changes in the pre-rendered animation, but simply using the particle system to simulate real rain requires the existence of There are thousands of particles, and the movement of each particle in its lifetime needs to consume CPU operations. The excessive number and the serial design of the CPU affect the operating speed of the system.
Another key issue is how to efficiently calculate the collision between rainwater and the ground. Because of the large number of particles, the traditional collision detection method consumes computing resources unacceptably

Method used

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  • A Simulation Method of Global Rain Effect Based on Particle System

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Embodiment Construction

[0040] like figure 1 As shown, the present invention proposes a kind of global rain effect simulation method based on particle system, it is characterized in that, comprises:

[0041] Step 1. Initialize the rain effect particle system, including initializing the particle number and particle properties of the particle system;

[0042] Step 2. Initialize the depth camera parameters;

[0043] Step 3, when the viewpoint moves, calculate the change parameters of the main camera and update the depth camera parameters;

[0044] Step 4, update the rain effect particles.

[0045] Wherein, said step 1 includes:

[0046] (1) Establish a cuboid enclosing the viewing frustum of the main camera, wherein the length of the cuboid is the distance from the near section to the far section of the viewing frustum, the width is the distance from the left side to the right side of the viewing frustum far section, and the height is the viewing frustum. The distance from the lower bottom to the up...

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Abstract

An embodiment of the present invention provides a particle system-based global rain effect simulation method, wherein the method includes: step 1, initializing the rain effect particle system; step 2, initializing the depth camera; step 3, calculating the change parameters of the main camera, Update the depth camera; step 4, update the rain effect particles. The distribution of rain effect particles within the visible range of the viewing cone in the present invention reduces the resource consumption caused by too many particles, and the closer to the viewpoint, the higher the particle density, which conforms to the human visual effect and uses the particles more effectively. Resources; The spatial grid division method is adopted to solve the problem that the viewpoint moves too fast, resulting in uneven distribution of particles in the field of view; the collision between particles and the ground is detected based on depth map technology, which ensures a better sense of reality.

Description

technical field [0001] The invention relates to the field of computer virtual reality simulation, in particular to a particle system-based global rain effect simulation method. Background technique [0002] In 3D games, traditional rain simulation mostly uses full-screen light effects, which is to use art production tools (such as 3dmax or maya) to produce rain particle effects, and then pre-render them into flat animations, which are played repeatedly in the game to achieve The purpose of creating a rain effect 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...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06T17/20G06T13/60
CPCG06T13/60G06T17/20
Inventor 程翔俞蔚
Owner ZHEJIANG KELAN INFORMATION TECH CO LTD
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