Texture simulation method based on height field

A simulation method and height field technology, applied in the field of texture simulation, can solve problems such as inability to perform real-time display, slow calculation speed, particle point generation, etc., to achieve the effect of enhancing realism, reducing calculation, and increasing superposition state

CN111612877APending Publication Date: 2020-09-01BEIJING FORESTRY UNIVERSITY
0 Cites 0 Cited by

Patent Information

Authority / Receiving Office
CN · China
Current Assignee / Owner
Publication Date
2020-09-01

Smart Images

  • Figure 1
    Figure 1
  • Figure 2
    Figure 2
Patent Text Reader

Abstract

The invention discloses a texture simulation method based on a height field. The texture simulation method comprises the following steps: step S4, calibrating particle accumulation; step S5, calibrating particle collapse; S401, determining the number of emptied particles in a contact area; S402, enabling the normal distribution to represent the increased height sum of the particles accumulated atthe cross section; S403, selecting a numerical normal distribution function to determine the stacking height of particles at the corresponding positions of the particles; S501, determining particle collapse and S502, acquiring particle collapse by reducing the adjacent height difference. Real-time rendering generation is carried out in the real-time graphs and graphics rendering speed increases.The calculation time can be shortened, calculation of a large number of vector particles can be reduced in the texture generation process, and compared with a two-dimensional vector field and linear field technology, the superposition state of a three-dimensional space is increased, the sense of reality of texture is enhanced, the application effect of texture is improved, and the observation is closer to the real effect.
Need to check novelty before this filing date? Find Prior Art

Description

technical field

[0001] The invention relates to the technical field of texture simulation, in particular to a texture simulation method based on a height field. Background technique

[0002] Texture simulation is an important component of computer graphics. In the process of graphics drawing, the use of good texture simulation algorithms can enhance the reality of drawing and the reality of computer graphics.

[0003] At present, the industry generally uses the finite element algorithm to generate materials. The problem with this method is that the calculation speed is slow, and a large number of particle points cannot be generated in a short time. It is inefficient and cannot be displayed in real time, and the rendering time is long.

[0004] Aiming at the problems in the related technologies, no effective solution has been proposed yet. Contents of the invention

[0005] Aiming at the problems in the related art, the present invention proposes a texture simulation metho...

Examples

Embodiment Construction

[0032] The following will clearly and completely describe the technical solutions in the embodiments of the present invention with reference to the accompanying drawings in the embodiments of the present invention. Obviously, the described embodiments are only some, not all, embodiments of the present invention. All other embodiments obtained by persons of ordinary skill in the art based on the embodiments of the present invention belong to the protection scope of the present invention.

[0033] According to an embodiment of the present invention, a texture simulation method based on a height field is provided.

[0034] Such as Figure 1-2 As shown, the texture simulation method based on the height field according to the embodiment of the present invention includes the following steps:

[0035] Step S4, calibrate particle accumulation;

[0036] Step S5, calibrate particle collapse;

[0037] Among them, specifically include the following steps:

[0038] S401, determining th...