Real-time interactive hybrid ocean simulation method and simulation system based on unified spectrum control

By combining the global spectral wave field with the local wave particle perturbation model, the problem of balancing continuity and interactivity in sea surface simulation in existing technologies is solved. This achieves the unification of large-scale sea surface energy distribution consistency and local interactive response, and is applicable to virtual reality and digital twin marine platforms.

CN121997683APending Publication Date: 2026-05-08SHANGHAI JIAOTONG UNIV
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
SHANGHAI JIAOTONG UNIV
Filing Date
2025-12-26
Publication Date
2026-05-08

AI Technical Summary

Technical Problem

Existing sea surface simulation technologies struggle to simultaneously achieve large-scale continuity, local interactivity, physical realism, and real-time performance, resulting in the inability to achieve seamless integration of the infinite sea surface effect in virtual reality and digital twin ocean platforms and the inability to respond to external stimuli in real time.

Method used

A hybrid ocean simulation method based on unified spectrum control is adopted. By combining the global spectrum wave field with the local wave-particle perturbation model, a continuous hybrid sea surface is generated. The JONSWAP spectrum model and frequency bucket partitioning strategy are used to achieve consistency of energy distribution and real-time response of local dynamics.

Benefits of technology

It achieves the unification of large-scale sea surface energy distribution consistency and local interactive response, avoiding the problems of energy imbalance and excessively bright visual superposition in traditional methods, meeting the frame rate requirements of virtual reality and interactive simulation scenarios, and providing a highly realistic interactive foundation.

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Abstract

The invention relates to a real-time interactive hybrid ocean simulation method and simulation system based on unified spectrum control, and the method comprises the following steps: obtaining environment wind field parameters, and generating a unified ocean wave spectrum; based on the unified sea wave spectrum, generating a JONSWAP spectrum model by adopting fast Fourier transform, and simulating a global wave field by using the JONSWAP spectrum model; and determining the position of an interactive object, dynamically injecting wave particles at the boundary of a local area corresponding to the position based on the unified sea wave spectrum, generating near-field fluctuation, and superposing the near-field fluctuation to a global wave field to form a continuous mixed sea surface. Compared with the prior art, the method has the advantages of uniform spectrum control, efficient parallel computing, high physical consistency, high expandability and the like, and uniform simulation of the large-scale continuous sea surface and the local interaction area is realized.
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Description

Technical Field

[0001] This invention belongs to the field of computer graphics and virtual simulation technology, and in particular relates to a real-time interactive hybrid ocean simulation method and system based on unified spectrum control, which is used to realize real-time interactive representation and simulation of infinite sea surface. Background Technology

[0002] In the fields of computer graphics and marine simulation, high-fidelity dynamic simulation of the sea surface is the core of constructing a virtual marine environment. Existing sea surface simulation methods are mainly divided into statistically based spectral models and mechanically based local perturbation models.

[0003] Spectrum-based FFT (Fast Fourier Transform) models are a mainstream technology for real-time simulation of large-scale ocean areas. This method uses wave spectra (such as the Jonswap spectrum and Phillips spectrum) to describe the energy distribution of the sea surface in the frequency domain, and converts the frequency domain signal into a time-domain height field using a GPU-accelerated FFT algorithm. For example, patent application CN114792360A discloses a dynamic ocean simulation method based on Fast Fourier Transform, which utilizes GPU computing power and a computational pipeline that seamlessly integrates Vulkan with rendering to simulate a three-dimensional sea surface using the FFT method. FFT models have extremely high computational efficiency when processing large-scale ocean areas at the kilometer level and can well represent the periodic wave characteristics under mature sea conditions. However, these methods are essentially linear statistical models based on superimposed sine waves, lacking a description of nonlinear fluid dynamics, making it difficult to generate physically realistic local deformation and breaking wave effects when simulating highly interactive scenarios such as objects entering the water and ships breaking waves.

[0004] Particle-based local perturbation models (such as SPH smoothed particle hydrodynamics and PBD position-based dynamics) simulate water motion by solving the discrete form of the Navier-Stokes equations, accurately capturing intricate physical phenomena such as water breaking, splashing, and bidirectional coupling interactions. However, their core drawback is that computational complexity increases exponentially with the number of particles. Even with modern parallel computing techniques, it is difficult to cover infinite sea scenes while maintaining a high frame rate, and they can usually only be used as patches for local details.

[0005] In summary, existing technologies struggle to simultaneously achieve large-scale continuity, local interactivity, physical realism, and real-time performance. This bottleneck directly prevents the realization of a seamlessly integrated, physically logically sound, and real-time responsive infinite sea surface in high-fidelity applications such as virtual reality (VR), digital twin marine platforms, and ship handling simulations. Constructing a hybrid architecture that effectively couples global statistical spectral characteristics with local dynamic particle dynamics remains a critical challenge that urgently needs to be overcome in this field. Summary of the Invention

[0006] The purpose of this invention is to overcome the problem that existing sea surface simulation technologies cannot balance global continuity and local real-time interaction. It proposes a real-time interactive hybrid ocean simulation method and system based on unified spectrum control. While maintaining the consistency of energy distribution on a large scale sea surface, it introduces a spectrum-driven multi-layer hybrid simulation framework, which combines the global spectrum wave field with the local wave-particle perturbation model, thereby achieving a unity of realism and interactive response in sea surface motion.

[0007] The objective of this invention can be achieved through the following technical solutions: A real-time interactive hybrid ocean simulation method based on unified spectrum control includes the following steps: Acquire environmental wind field parameters and generate a unified ocean wave spectrum; Based on the unified wave spectrum, a JONSWAP spectral model is generated using fast Fourier transform, and the global wave field is simulated using this JONSWAP spectral model. The position of the interactive object is determined, and wave particles are dynamically injected into the boundary of the local area corresponding to the position based on the unified wave spectrum to generate near-field waves. The near-field waves are then superimposed on the global wave field to form a continuous mixed sea surface.

[0008] Furthermore, based on the unified wave spectrum, the frequency range is determined, and the frequency range is discretized using a frequency bucket partitioning method. The total energy is distributed into several frequency buckets according to the principle of equal energy. When generating the JONSWAP spectrum model and dynamically injected wave particles, the frequency buckets are used as basic units for sampling and evolution.

[0009] Furthermore, the dynamically injected wave particles include: Based on the amplitude parameters, peak frequency, and peak enhancement factor of the unified wave spectrum, a two-dimensional directional spectrum is constructed in combination with the directional diffusion function, and the parameters of a single particle are determined based on the two-dimensional directional spectrum. Newly generated wave particles are injected into the boundary of the local region, and the positions and states of all particles within the region are updated according to the propagation direction and wave speed.

[0010] Furthermore, the parameters for determining a single particle include: Based on the two-dimensional directional spectrum, the frequency bucket and direction are jointly sampled to obtain the frequency and direction of a single wave particle; The wave number and wavelength are calculated from the angular frequency based on the deep-water dispersion relation, and the particle amplitude is determined from the two-dimensional directional spectrum energy density.

[0011] Furthermore, the estimation process for the number of wave particles injected during the dynamic injection of wave particles includes: The neighborhood within the position setting range of the interactive object is used as the local wave particle region, and this local wave particle region is regarded as a rectangular or square boundary. Within a given time step, the theoretical energy flux entering the local region from the far field is calculated based on the boundary length, the wave velocity corresponding to the frequency bucket, and the spectral energy density, and this theoretical energy flux is converted into the corresponding number of wave particles injected.

[0012] Furthermore, superimposing the near-field fluctuations onto the global wave field includes: Based on the frequency bucket, GPU parallel computing is used to realize the real-time evolution of wave particles and high-resolution texture fusion. Local wave height maps are generated by synthesizing through multi-layer texture caching and convolutional smoothing. The local wave height map and the global scheduling map corresponding to the global wave field are fused according to distance weight.

[0013] Furthermore, the environmental wind field parameters include wind speed, wind direction, and effective fetch conditions.

[0014] Furthermore, the method also includes: The interactive object calculates buoyancy and attitude changes based on the height and normal of the mixed wave surface, and in turn excites wave particle perturbations constrained by the spectrum to achieve closed-loop energy interaction between the object and the ocean wave.

[0015] Furthermore, the method also includes: The mixed sea surface is rendered, and the output is a final sea surface image with visual effects.

[0016] The properties of each wave particle include at least angular frequency, propagation direction, wavelength, propagation speed, radius of influence, and amplitude.

[0017] This invention also provides a real-time interactive hybrid ocean simulation system based on unified spectrum control, comprising the following steps: The unified spectrum control module is used to acquire environmental wind field parameters and generate a unified ocean wave spectrum; The FFT global wave field generation module is used to generate a JONSWAP spectrum model based on the unified wave spectrum using fast Fourier transform, and to simulate the global wave field using the JONSWAP spectrum model. The wave particle local perturbation generation module is used to determine the position of the interactive object and dynamically inject wave particles into the boundary of the local region corresponding to the position based on the unified wave spectrum to generate near-field waves. The near-field fusion module is used to superimpose the near-field waves onto the global wave field to form a continuous mixed sea surface; The fluid-structure interaction module is used to calculate the interaction forces and feedback between interactive objects and ocean waves; The rendering module is used to render the mixed sea surface and output a final sea surface image with visual effects.

[0018] Compared with the prior art, the present invention has the following beneficial effects: 1. This invention couples a global FFT background wave field layer and a local wave particle perturbation layer through unified spectrum control. The global wave field adopts the JONSWAP spectrum model generated by fast Fourier transform to ensure the consistency of energy distribution and directional spectrum over a large area of ​​the sea surface. Around interactive objects such as floating bodies and ships, wave particles are dynamically injected according to the same JONSWAP spectrum parameters to generate near-field waves such as local perturbations, wakes and ripples, so as to achieve energy continuity and visual seamless connection between near and far fields.

[0019] 2. To ensure simulation efficiency and energy conservation, this invention proposes a particle sampling strategy based on frequency bucket partitioning. This strategy discretizes spectral energy and maps it to particle distribution, utilizing GPU parallel computing for real-time updates. The high-resolution texture generated by local wave particles is smoothly fused and superimposed onto the global wave field, forming a continuous, mixed sea surface, resulting in realistic and reliable simulation results. Specifically, by deriving the particle injection quantity through frequency buckets and energy flux, the spectral energy is accurately mapped to the number and amplitude of particles, effectively avoiding the energy imbalance and visual "overexposure" problems common in traditional local perturbation methods. Furthermore, the use of GPUs for hierarchical texture management and parallel convolution of different frequency buckets enables real-time evolution and reconstruction of tens of thousands of wave particles, meeting the frame rate requirements of virtual reality and interactive simulation scenarios.

[0020] 3. This invention maintains the stability and continuity of FFT in the far field and presents fine perturbations driven by particles in the near field by using distance-based weight fusion and local replacement strategies, thus eliminating the problem of "obvious patch boundaries" in traditional methods.

[0021] 4. This invention introduces a fluid-structure interaction mechanism, which allows interactive objects to obtain buoyancy and attitude feedback in real time based on the wave surface normal and height field. At the same time, its motion in the opposite direction excites wave particle disturbances that conform to the spectrum constraints, thereby forming a feedback closed loop with energy conservation. This provides a highly realistic interactive basis for applications such as ship handling simulation and floating body response analysis in digital twin marine environments.

[0022] 5. This invention can achieve a balance between large-scale stability and local high-precision interaction. It does not limit the specific engine and hardware platform and can be implemented under existing graphics engines or self-developed rendering frameworks. It is easy to integrate with digital twin platforms, VR systems and ship simulation systems and has good engineering promotion value. Attached Figure Description

[0023] Figure 1 This is a schematic diagram providing an overview of the method of the present invention; Figure 2A schematic diagram of wave particle region update; Figure 3 A schematic diagram for updating the FFT region; Figure 4 This is a schematic diagram illustrating the two-way interaction between the wave particle region and the ship. Detailed Implementation

[0024] The present invention will now be described in detail with reference to the accompanying drawings and specific embodiments. These embodiments are based on the technical solution of the present invention and provide detailed implementation methods and specific operating procedures. However, the scope of protection of the present invention is not limited to the following embodiments.

[0025] Example 1 This embodiment provides a real-time interactive hybrid ocean simulation method based on unified spectrum control, including the following steps: S1. Obtain environmental wind field parameters and generate a unified ocean wave spectrum; S2. Based on the unified wave spectrum, the JONSWAP spectrum model is generated by fast Fourier transform, and the global wave field is simulated using the JONSWAP spectrum model. S3. Determine the position of the interactive object, dynamically inject wave particles into the boundary of the local region corresponding to the position based on the unified wave spectrum, generate near-field waves, superimpose the near-field waves onto the global wave field to form a continuous mixed sea surface, and realize the unified simulation of large-scale continuous sea surface and local high-precision interaction.

[0026] In this simulation method, a unified wave spectrum is used to simultaneously drive global FFT wave field synthesis and wave particle parameter sampling, ensuring the consistency of energy distribution and directional spectrum. Around interactive objects such as floating bodies and ships, wave particles are dynamically injected according to the same JONSWAP spectrum parameters to generate near-field waves such as local disturbances, wakes and ripples, achieving energy continuity and visual seamless connection between near and far fields.

[0027] refer to Figure 1 As shown, the method first generates the JONSWAP unified parameter spectrum as a unified wave spectrum; then, it obtains and renders the FFT region height map, while simultaneously injecting wave particles into the region boundary, binning by sampling number, updating wave particles of different radii (survival / position), and inputting them into the GPU to calculate the energy distribution map. Multiple height maps are obtained through convolution filtering, and these multiple height maps are combined into the final wave particle region height map; then, the FFT region and the wave particle region height map are merged, the boundary is interpolated, and the final mixed sea surface result is rendered.

[0028] In a preferred embodiment, the method further includes bidirectional coupling between interactive objects (such as ships, floating objects, etc.) and the ocean.

[0029] The specific technical points of the above method are described as follows: 1. Spectrum Consistency Control To ensure consistency in energy distribution and direction statistics between the global and local wave fields, this method uses the JONSWAP spectrum as a unified wave spectrum. This spectrum, with angular frequency as the independent variable, provides the energy distribution under given environmental wind field parameters, and characterizes the energy concentration characteristics of finite-development wind waves through the peak enhancement factor.

[0030] In step S1, the unified spectrum control module first calculates the amplitude parameters, peak frequency, and peak enhancement factor of the JONSWAP spectrum based on the input environmental wind field parameters. Simultaneously, it constructs a two-dimensional directional spectrum using a cosine power form of the directional spread function, and utilizes this directional spectrum to implement wave-particle design. The environmental wind field parameters include wind speed, wind direction, and effective fetch conditions.

[0031] In implementation, the frequency domain is divided into a certain range (e.g., 0.5 to 2.5 times the peak frequency) and discretized using a frequency bucket method, distributing the total energy into several frequency buckets according to the principle of equal energy. Each frequency bucket corresponds to a set of wave components with similar frequencies and energies. Subsequently, whether it is the FFT background wave field or the local wave field of wave particles, sampling and evolution are performed using these frequency buckets as basic units, thereby ensuring energy conservation and multi-scale consistency in numerical terms.

[0032] 2. Wave-particle injection mechanism Local regions are dynamically established around interactive objects. Particles are injected at the boundaries according to frequency buckets based on a unified spectrum. The particle positions are updated according to the propagation direction and wave speed to form local wakes, ripples, and impact waveforms.

[0033] 1) Initialization of the spectrum of a single wave particle In the wave-particle local layer, ocean waves are represented as particles carrying wave properties. Each particle contains: angular frequency. Direction of dissemination ,wavelength speed of transmission Radius of influence and amplitude property.

[0034] Specifically, firstly, based on a unified direction spectrum ,in This is a one-dimensional frequency spectrum used to describe the distribution of energy density at different sea states (wind speed, wind field, gravity) on the sea surface. This embodiment uses the JONSWAP spectrum. The directional diffusion function describes the distribution of energy along the directional dimension; a cosine quadratic function is commonly used. The frequency and direction of the particle are jointly sampled to obtain the particle's frequency and direction; then, based on the deep-water dispersion relation... , Wavenumber is calculated from angular frequency. and wavelength And determined by the directional spectral energy density Determine particle amplitude ,in These represent the frequency and angle sampling intervals, respectively. This allows the energy of a single particle to correspond to the spectral integral value, achieving a mapping from spectral energy to particle energy.

[0035] 2) Frequency-based bucket injection quantity estimation To maintain energy input consistent with the global FFT background within a local region, this method estimates the particle injection number based on frequency buckets, specifically: The local wave particle region surrounding the interactive object is considered as a rectangular or square boundary. Within a given time step, the length of this boundary is... The frequency bucket corresponds to the wave velocity, and the spectral energy density is used to calculate the "theoretical energy flux" entering the local region from the far field. This energy flux is then converted into the corresponding particle swarm number, as shown in the formula. , For the first The number of wave-particle groups at the sampling frequency. For single-step simulation time step, For the first The sampling frequency is the center frequency of the particle group.

[0036] In this way, the high-frequency barrel, due to its high wave speed and abundant energy density, will receive more particle injection, while the low-frequency long-wave particles will be relatively sparse, which is consistent with the statistical characteristics of "more short waves and fewer long waves" in real sea conditions.

[0037] 3) Dynamic injection and updating of local boundaries In each rendering frame, along the boundary of the local region, several particle swarms are generated for each frequency bucket based on the above estimation results, and the direction is sampled according to the direction spectrum. The particles are projected to the boundary position and then pushed into the region. At the same time, the positions of existing particles are updated. When a particle leaves the wave particle region to maintain the boundary, it is removed. When the number of newly injected wave particles from the boundary tends to balance the number of wave particles removed beyond the boundary, it indicates that the local wave field has reached a steady state in a statistical sense.

[0038] 3. GPU Parallel Rendering and Wave Field Reconstruction GPU parallel computing is used to realize real-time evolution of wave particles and high-resolution texture fusion. A local wave height map is generated by multi-layer texture caching and convolutional smoothing, and then fused with the global FFT wave field according to distance weight to achieve seamless transition between near and far fields.

[0039] 1) Frequency bucket layered texture organization To fully utilize the parallel computing capabilities of the GPU, this embodiment employs a hierarchical storage and processing approach for wave particles, organized by frequency buckets: each frequency bucket corresponds to a height or energy texture, and particles contribute to the corresponding texture based on their bucket number. This ensures that particles within the same layer have similar or identical propagation speeds and kernel radii, facilitating consistent numerical operations in the shader.

[0040] 2) Particle kernel function superposition and convolution smoothing Each particle is superimposed onto the height texture on a plane using a kernel function with finite support. This kernel function is typically radially symmetric and can be used in positive-negative pairs to improve the symmetry of peaks and troughs and visual quality. After all particles are written, a decoupling convolution is performed on each texture layer along the x and y directions to achieve continuous smoothing of the local waveform. Finally, a weighted summation of the frequency layers is performed to obtain the complete local height field.

[0041] like Figure 2 The diagram shown illustrates the wave-particle region update process, including: 101) The CPU injects newly generated wave particles into the boundary of the wave particle region based on the spectral parameters; 102) The CPU uses the job to traverse the particle array in parallel and updates the particle position and state according to the particle velocity; 103) The CPU sends the particle array to the graphics processing unit (GPU) in buckets according to frequency. 104) The GPU discretizes the energy of wave particles onto pixels; 105) The GPU diffuses the wave particle energy into multiple height maps through two convolutional filters in the X and Z directions; 106) The GPU combines multiple height maps of wave particle contributions at different frequencies and calculates the normal map and displacement field; 107) The GPU outputs a wave particle region height map and merges it into the hybrid sea surface rendering pipeline.

[0042] like Figure 3 The diagram shown illustrates the FFT region update process, including: 201) The GPU receives the spectrum matrix and performs an inverse fast Fourier transform (IFFT) to generate a height map; 202) The CPU calculates directional spread and frequency bucket division based on the spectral parameters, and generates a complex spectral matrix; 203) The CPU calculates the phase evolution of each frequency component over time and transmits the data to the GPU; 204) The GPU obtains the sea surface height map and calculates the normal field and displacement field for rendering; 205) The GPU outputs an FFT region height map and merges it into the hybrid sea surface rendering pipeline.

[0043] 3) Near-field and far-field fusion and seamless splicing In this embodiment, the local wave height map and the global scheduling map corresponding to the global wave field are fused according to distance weight.

[0044] Specifically, different weights are assigned to the local wave particle height field and the global FFT height field based on their distance from the interactive object: at the center of the local region, the particle wave field has the largest weight; in the transition zone near the boundary, a smooth interpolation function is used to gradually reduce the particle weight and increase the FFT weight; outside the region, the FFT background wave field is used entirely. Through this distance-based weight fusion mechanism, abrupt changes in the height field or repeated energy superposition at the boundary can be avoided, thus achieving seamless visual and energy stitching between the far and near fields.

[0045] 4) Representation and output of an infinite sea surface To support an "infinite sea surface" where the observation range changes continuously with the movement of the camera or ship, this embodiment employs observer-centered tiling texture or coordinate remapping technology to dynamically reposition the global FFT height field and local wave particle regions in world coordinates. This ensures the continuous evolution of spectral statistics and local perturbations, ultimately outputting a comprehensive visual effect with high-reflection, refraction, foam, and water color changes through the rendering layer.

[0046] 4. Fluid-structure interaction mechanism In other preferred embodiments, simulation of fluid-structure interaction is also included. The floating object calculates buoyancy and attitude changes based on the height and normal of the mixed wave surface, and inversely excites spectrally constrained wave-particle perturbations to achieve a closed-loop energy interaction between the object and the waves.

[0047] 1) The effect of wave surfaces on floating objects At each time step, based on the mixed height field and normal field, the wave height, normal, and instantaneous relative velocity are calculated at several sampling points underwater or close to the water surface of the interactive object. This estimates the buoyancy, drag, and additional torque acting on the object. These forces and torques are then input into the physics engine or rigid body solver to obtain the translational and rotational responses of the object.

[0048] 2) Backward excitation of the local wave field by the object This embodiment further introduces a reverse excitation mechanism of the object on the water body: • When an object undergoes violent vertical motion (such as sinking, rising, or entering water), the system triggers a ring-shaped or radially spreading swarm of wave particles around the object to simulate impact ripples. • When an object has a significant horizontal speed, wave particles are generated directionally in the wake region along its trajectory, forming a wake structure that is related to speed and draft.

[0049] The frequency and direction distribution of the newly added particles are still constrained by the unified wave spectrum, and their total energy increment is limited by energy quotas, so that the local disturbances excited by the object will not disrupt the overall energy balance, thus forming a closed-loop energy interaction between the object and the sea surface.

[0050] 3) Multi-object and multi-area management When there are multiple ships or floating bodies in the scene, one or more local regions of wave particles are dynamically maintained for each interactive object. The overall computational cost is reduced by strategies such as region activation / freezing and particle pool reuse. For possible overlap between regions, priority or superposition weight control can be adopted to ensure that the local disturbances remain smooth and stable after superposition.

[0051] For example, such as Figure 4 The diagram shows the two-way interaction between the wave particle region and the ship. Specifically: To address the impact of ships on ocean waves, the ship's speed is decomposed into the speed in the Y-axis direction and the speed on the XZ plane. The underwater drainage area of ​​the ship is estimated by using whether the sampling point is below the sea surface. Based on the ship's drainage area and speed, wave particle circular waves and Kelvin waves of equal volume are generated. To address the impact of ocean waves on ships, the height and normal of the sea surface elevation map at the ship's sampling points are calculated. Based on the estimated volume of the sampling points, the magnitude and direction of buoyancy at different points are calculated and accumulated. The buoyancy is then applied to update the ship's attitude.

[0052] The aforementioned method establishes a unified wave energy distribution and directional diffusion function using the JONSWAP spectral model. Wave particles are dynamically injected around the interacting object according to the same spectrum, generating wakes, ripples, and impact waveforms, which are seamlessly integrated with the global wave field according to distance weights. Frequency bucketing and GPU parallel computing mechanisms maintain spectral energy conservation and enable real-time updates. The system further introduces a fluid-structure interaction mechanism, allowing the floating object to simultaneously excite wave particle perturbations under spectral constraints while being driven by wave buoyancy, achieving closed-loop energy feedback. This method offers advantages such as unified spectral control, efficient parallel computing, physical consistency, and strong scalability, making it suitable for fields such as virtual reality, digital twins, and marine simulation.

[0053] If the above methods are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0054] Example This embodiment provides a real-time interactive hybrid ocean simulation system based on unified spectrum control, including the following steps: The unified spectrum control module is used to acquire environmental wind field parameters and generate a unified ocean wave spectrum; The FFT global wave field generation module is used to generate a JONSWAP spectrum model based on the unified wave spectrum using fast Fourier transform, and to simulate the global wave field using the JONSWAP spectrum model. The wave particle local perturbation generation module is used to determine the position of the interactive object and dynamically inject wave particles into the boundary of the local region corresponding to the position based on the unified wave spectrum to generate near-field waves. The near-field fusion module is used to superimpose the near-field waves onto the global wave field to form a continuous mixed sea surface; The fluid-structure interaction module is used to calculate the interaction forces and feedback between interactive objects and ocean waves; The rendering module is used to render the mixed sea surface and output a final sea surface image with visual effects.

[0055] The system can run in real time on GPUs, supports parallel simulation of multiple interactive objects and infinitely expandable virtual ocean scenes, and the modules work together to achieve integrated computing of large-scale sea surface simulation and local physical interaction.

[0056] The rest is the same as in Example 1.

[0057] The preferred embodiments of the present invention have been described in detail above. It should be understood that those skilled in the art can make numerous modifications and variations based on the concept of the present invention without creative effort. Therefore, all technical solutions that can be obtained by those skilled in the art based on the concept of the present invention through logical analysis, reasoning, or limited experimentation on the basis of existing technology should be within the scope of protection defined by the claims.

Claims

1. A real-time interactive hybrid ocean simulation method based on unified spectrum control, characterized in that, Includes the following steps: Acquire environmental wind field parameters and generate a unified ocean wave spectrum; Based on the unified wave spectrum, a JONSWAP spectral model is generated using fast Fourier transform, and the global wave field is simulated using this JONSWAP spectral model. The position of the interactive object is determined, and wave particles are dynamically injected into the boundary of the local area corresponding to the position based on the unified wave spectrum to generate near-field waves. The near-field waves are then superimposed on the global wave field to form a continuous mixed sea surface.

2. The real-time interactive hybrid ocean simulation method based on unified spectrum control according to claim 1, characterized in that, The frequency range is determined based on the unified wave spectrum. The frequency range is discretized by frequency bucket partitioning. The total energy is distributed into several frequency buckets according to the principle of equal energy. When generating the JONSWAP spectrum model and dynamically injected wave particles, the frequency buckets are used as basic units for sampling and evolution.

3. The real-time interactive hybrid ocean simulation method based on unified spectrum control according to claim 2, characterized in that, The dynamically injected wave particles include: Based on the amplitude parameters, peak frequency, and peak enhancement factor of the unified wave spectrum, a two-dimensional directional spectrum is constructed in combination with the directional diffusion function, and the parameters of a single particle are determined based on the two-dimensional directional spectrum. Newly generated wave particles are injected into the boundary of the local region, and the positions and states of all particles within the region are updated according to the propagation direction and wave speed.

4. The real-time interactive hybrid ocean simulation method based on unified spectrum control according to claim 3, characterized in that, The parameters for determining a single particle include: Based on the two-dimensional directional spectrum, the frequency bucket and direction are jointly sampled to obtain the frequency and direction of a single wave particle; The wave number and wavelength are calculated from the angular frequency based on the deep-water dispersion relation, and the particle amplitude is determined from the two-dimensional directional spectrum energy density.

5. The real-time interactive hybrid ocean simulation method based on unified spectrum control according to claim 2, characterized in that, When dynamically injecting wave particles, the estimation process for the number of wave particles injected includes: The neighborhood within the position setting range of the interactive object is used as the local wave particle region, and this local wave particle region is regarded as a rectangular or square boundary. Within a given time step, the theoretical energy flux entering the local region from the far field is calculated based on the boundary length, the wave velocity corresponding to the frequency bucket, and the spectral energy density, and this theoretical energy flux is converted into the corresponding number of wave particles injected.

6. The real-time interactive hybrid ocean simulation method based on unified spectrum control according to claim 2, characterized in that, Superimposing the near-field fluctuations onto the global wave field includes: Based on the frequency bucket, GPU parallel computing is used to realize the real-time evolution of wave particles and high-resolution texture fusion. Local wave height maps are generated by synthesizing through multi-layer texture caching and convolutional smoothing. The local wave height map and the global scheduling map corresponding to the global wave field are fused according to distance weight.

7. The real-time interactive hybrid ocean simulation method based on unified spectrum control according to claim 1, characterized in that, The environmental wind field parameters include wind speed, wind direction, and effective fetch conditions.

8. The real-time interactive hybrid ocean simulation method based on unified spectrum control according to claim 1, characterized in that, The method also includes: The interactive object calculates buoyancy and attitude changes based on the height and normal of the mixed wave surface, and in turn excites wave particle perturbations constrained by the spectrum to achieve closed-loop energy interaction between the object and the ocean wave.

9. The real-time interactive hybrid ocean simulation method based on unified spectrum control according to claim 1, characterized in that, The method also includes: The mixed sea surface is rendered, and the output is a final sea surface image with visual effects.

10. A real-time interactive hybrid ocean simulation system based on unified spectrum control, characterized in that, Includes the following steps: The unified spectrum control module is used to acquire environmental wind field parameters and generate a unified ocean wave spectrum; The FFT global wave field generation module is used to generate a JONSWAP spectrum model based on the unified wave spectrum using fast Fourier transform, and to simulate the global wave field using the JONSWAP spectrum model. The wave particle local perturbation generation module is used to determine the position of the interactive object and dynamically inject wave particles into the boundary of the local region corresponding to the position based on the unified wave spectrum to generate near-field waves. The near-field fusion module is used to superimpose the near-field waves onto the global wave field to form a continuous mixed sea surface; The fluid-structure interaction module is used to calculate the interaction forces and feedback between interactive objects and ocean waves; The rendering module is used to render the mixed sea surface and output a final sea surface image with visual effects.

Citation Information

Patent Citations

  • Dynamic ocean simulation method based on fast Fourier transform

    CN114792360A