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24 results about "Particle system" patented technology

A particle system is a technique in game physics, motion graphics, and computer graphics that uses many minute sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques - usually highly chaotic systems, natural phenomena, or processes caused by chemical reactions.

Mass data particle system rendering method and device based on WebGL

The invention discloses a WebGL-based mass data particle system rendering method and device, and belongs to the technical field of computer graphic processing. The method comprises the following steps: firstly, selecting the type of a particle emitter according to scene requirements, then constructing a primitive object based on points or quadrangles, and configuring three-dimensional coordinates and texture parameters; aggregation rendering is carried out on a single-frame primitive array through a WebGL vertex shader and a fragment shader, and the drawing calling frequency is reduced; the method comprises the steps of dynamically adjusting particle attributes, including position compensation, color gradient and explicit-implicit control, determining a rendering form and playing time of an animation according to requirements of an actual application scene, and supporting fine configuration of a single particle, including texture animation, dynamic scaling and rotation parameters. When a large amount of data is processed, on the premise of ensuring the rendering quality, the rendering efficiency can be remarkably improved, the consumption of a memory and GPU resources can be reduced, the response time of the system can be optimized, and meanwhile, the interaction experience of a user can be improved.
Owner:RES INST OF CHEM DEFENSE PLA ACAD OF MILITARY SCI

Dynamic effect processing method and device, electronic equipment and program product

The invention relates to the technical field of computer rendering, and discloses a dynamic effect processing method and device, electronic equipment and a program product, and the dynamic effect processing method provided by the invention simulates a flame effect in a virtual scene through combustion bitmaps of multiple cycles, and avoids uncertainty of a diffusion range caused by simulation of flame diffusion through particles. Meanwhile, as the combustion bitmap is used for simulating diffusion, flame diffusion simulation can be carried out without calculating the track and the drop point of each particle through a CPU, and the CPU pressure caused by the fact that a large number of particles in a particle system need to be simulated in the related technology is solved. In the rendering process, a map does not need to be added for each particle, the corresponding position in the virtual scene is directly rendered according to the combustion bitmap, the rendering process and the simulated flame diffusion process are separated, the occurrence of a large number of particles is reduced, and the load of the GPU can be reduced.
Owner:GUANGZHOU BOGUAN TELECOMM TECH LTD

Biological cluster animation generation method and device and electronic equipment

The invention provides a biological cluster animation generation method and apparatus, and an electronic device. The method comprises the steps of generating a particle cluster moving in a virtual scene according to a preset motion rule based on a particle system; the particle swarm comprises a plurality of particle objects; for each particle object, determining a target position for attracting the current particle object, if the distance between the current position of the current particle object and the target position meets a preset condition, determining the target speed of the current particle object according to a preset parameter corresponding to the target position, and controlling the current moving speed of the current particle object to increase the target speed; and rendering the particle object in real time according to the pre-made model vertex data of the biological individual, and generating a biological cluster animation of the biological virtual cluster. In the mode, the target position for attracting the particle object is set, and the behavior state of the particle object moving towards the attraction point is increased, so that the biological population has the behavior of approaching the target position, and population movement close to nature is realized.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

A method for dissipating edge-emitting particles

The application discloses a method for dissipating edge emitting particles. The steps are as follows: an edge dissipation shader is made by using a mesh dissipation algorithm to realize a realistic visual effect of gradual dissipation of object edges, and when simulating scenes such as object breaking and smoke diffusion, the realistic feeling and visual impact of a picture can be improved. A particle system is initialized, the number, position, color and speed of particles are defined, particles can present various effects according to different requirements, different state particle groups are created, and phenomena such as flame jumping and snowflakes falling are simulated. A dissipation function is introduced to make a Niagara Module Script. The characteristics changed frame by frame in the life cycle of particles are defined. After S5 particle updating, the particle system sends the information of surviving particles to a rendering engine to complete drawing.
Owner:四川易方智慧科技有限公司

Visual simulation method and system for shock wave overpressure damage test of unreal engine

The application discloses a kind of based on unreal engine's shock wave overpressure damage test visual simulation method and simulation system, belong to the field of explosion impact.The application is based on the pre-establishment of three-dimensional basic model based on shock wave overpressure test, utilizes physical engine design interactive interface, constructs classification grading targeted overpressure damage criterion, through simulating the morphological change of shock wave in overpressure impact process, and according to the damage efficiency of warhead and the actual damage effect of target, using unreal engine carries real-time rendering, particle system, BluePrint linear modular function, realize the visual simulation of shock wave overpressure damage test.The application can intuitively show the realistic three-dimensional scene of shock wave overpressure damage test, with the advantages of immersive interaction and building arbitrary virtual damage test scene, also has the advantages of small computer resource consumption, strong interaction, rich scene resources, excellent rendering effect, high flexibility.
Owner:BEIJING INST OF TECH

A particle special effect rendering method for simulating extreme working conditions in a virtual engine

The present disclosure provides a particle special effect rendering method for simulating extreme working conditions in a virtual engine, comprising: obtaining fire scene parameters, and constructing a decoupled particle system architecture in the virtual engine according to the fire scene parameters to generate a particle initialization result. Determine the fire source area particle quota through the particle initialization result, and generate fire particles based on the fire source area particle quota to construct different types of initial particle states. Based on the different types of initial particle states, the dynamics trajectory of the fire particles is calculated, and the first particle state after updating the particle trajectory is determined according to the dynamics trajectory. Determine the interaction behavior between the fire particles and the scene material through the first particle state, and generate the second particle state after updating the particle behavior according to the interaction behavior. According to the second particle state, the particle rendering is carried out to generate a dynamic light and shadow fusion result, and a fire particle special effect frame is drawn according to the dynamic light and shadow fusion result, realizing the real-time rendering of the particle reality.
Owner:NANJING JINYU INFORMATION TECH CO LTD

An optimization method, system, and apparatus for a particle system

The application is suitable for the computer technology field, and provides an optimization method, system and device for a particle system, including: loading the particle system, randomly initializing particle attributes of particles in the particle system; based on motion and interaction rules of the particles, using quantum calculation, predicting behaviors of the particles in real time, and generating dynamic special effects of a corresponding scene; dynamically adjusting special effect attributes of the particles according to a scene and a state in which a player is located, the special effect attributes including transparency, color and texture of the particles; tracking a life state of each particle in real time, marking each particle, generating a particle reuse pool, generating a particle reuse strategy based on the particle reuse pool, and the particle reuse strategy being used for dynamic distribution of reusable particles, the application can optimize use efficiency of the particles, adapt to particle special effect differences caused by multi-scene changes, improve overall adaptability and rendering performance of the particle system, and thus more real and more vivid visual effects can be obtained.
Owner:GUANGZHOU YINGFENG NETWORK TECH CO LTD

Particle effect rendering method for simulating extreme working conditions in virtual engine

The invention provides a particle effect rendering method for simulating an extreme working condition in a virtual engine, and the method comprises the steps: obtaining a fire scene parameter, and constructing a decoupling type particle system architecture in the virtual engine according to the fire scene parameter, so as to generate a particle initialization result. And determining the particle quota of the fire source region through the particle initialization result, and generating fire particles based on the particle quota of the fire source region to construct different types of initial particle states. And based on the different types of initial particle states, calculating a dynamic trajectory of the fire particles, and determining a first particle state after the particle trajectory is updated according to the dynamic trajectory. And determining an interaction behavior between the fire particles and the scene material through the first particle state, and generating a second particle state after the particle behavior is updated according to the interaction behavior. And performing particle rendering according to the second particle state to generate a dynamic light and shadow fusion result, and drawing a fire particle special effect frame according to the dynamic light and shadow fusion result to realize particle authenticity and real-time rendering.
Owner:NANJING JINYU INFORMATION TECH CO LTD

A GPU fluid simulation method for real-time interactive applications

The application provides a GPU fluid simulation method for real-time interactive application, and relates to the technical field of fluid simulation. The method first uses a particle system to emit a large number of particles, calculates fluid particle positions using a position-based fluid particle simulation algorithm, updates the motion state of the particles, then obtains a smooth fluid surface according to the particle positions through screen space processing, and finally uses a realistic rendering method to color the fluid surface to obtain a water body image. Since the state update of the large number of particles and the pixel-level calculation of the screen space are both large-scale parallel calculations, they are suitable for GPU processing, so all the calculation processes involved in the method are run on the GPU end. The method can be widely applied to various demand scenarios in the fields of industrial simulation and electronic games.
Owner:NORTHEASTERN UNIV CHINA

Space flow field display method and system based on three-dimensional engine particle system

The invention discloses a spatial flow field display method and system based on a three-dimensional engine particle system, and belongs to the field of spatial flow field display, and the method comprises the steps: obtaining original flow field data from a turboshaft engine test bed, carrying out the preprocessing and standardization, constructing a database capable of being efficiently read by a three-dimensional engine, and carrying out the three-dimensional scene construction stage, polygonal simplification and topological optimization are carried out on a physical model in a flow field, it is ensured that an engine can keep high-performance operation while the visual effect is ensured, a set of space coordinate-particle trajectory-particle dynamic binding mapping mechanism is established, and the dynamic binding of particles is realized. The abstract flow field data can accurately drive the motion trail of each particle in the particle system, and accurate correspondence between the data and the visual effect is achieved. According to the method, the script is updated through the frame, the particle system can respond to data changes in the database in real time, the motion state is dynamically adjusted, the instantaneous characteristics of the flow field are vividly displayed, and a powerful and convenient interactive tool is provided for flow field analysis.
Owner:AECC HUNAN AVIATION POWERPLANT RES INST

A three-dimensional special-shaped particle general contact detection method, system and platform based on spherical harmonics and machine learning, and a storage medium

PendingCN122347030AParticle mechanicsTerm memory
The application discloses a kind of three-dimensional special-shaped particle general contact detection method, system, platform and storage medium based on spherical harmonics and machine learning, by introducing spherical harmonics as unified shape descriptor, and constructs a general machine learning model that can accept the descriptor as input, the paradigm breakthrough of special-shaped particle contact detection in discrete element simulation is realized.I.e.the scheme realizes the generalization processing of single model to multiple or even unknown special-shaped particle shape, solves the fixed limit of existing machine learning method one shape one model;In terms of computing performance, forward inference is replaced by complex geometry intersection, so that the contact detection efficiency is improved by several times to several tens of times compared with traditional algorithm, and the more complex the particle shape is, the more significant the advantage is;At the same time, spherical harmonics modeling reduces the memory occupation of shape data, so that large-scale, multi-shape particle system high-fidelity efficient simulation becomes possible, and promotes the application of particle mechanics numerical simulation technology in engineering practice.
Owner:SUN YAT SEN UNIV

Simulation data transmission method, graph rendering method and system and electronic equipment

The present disclosure provides a simulation data transmission method adapted to transmit data of a three-dimensional simulation space over a network for rendering presentation on at least one graphical user interface, the method comprising: performing a first calculation comprising processing particles of the three-dimensional simulation space according to a smoothed particle hydrodynamic algorithm, generating first particle data; executing first coding according to the first particle data to generate second particle data; executing compression according to the second particle data to generate third particle data; and transmitting the third particle data through the network. According to the method, the bit mark, the space division, the data compression and the sliding window are combined, the technical scheme for real-time data transmission between the SPH particle system and the graphic rendering system is formed, the method does not depend on network hardware or protocols, and the system complexity and the deployment cost are reduced.
Owner:SHANGHAI SONGYING TECHNOLOGY CO LTD

Continuous-discontinuous numerical model coupling method

The application discloses a continuous-discontinuous numerical model connecting method, comprising the following steps: step S1: importing a built continuous numerical model into a FLAC3D6.0 platform, finding out a model range by traversing nodes, and setting left, right, front, back and bottom boundaries of the model as viscous boundaries to absorb energy; step S2: setting a corresponding group of the discontinuous numerical model, and enlarging a group boundary to ensure that an enlarged range exceeds an actual area by at least 2 average particle sizes; step S3: generating a circular sphere with an average particle size r in the model area, uniformly balancing the particle system by using a particle servo method, and making the particle system tend to be balanced; and step S4: calculating the displacement, velocity and acceleration of the overlapping circular sphere by using an element interpolation method for the overlapping circular sphere overlapping with a solid element in the model, and transmitting the load to the discrete model range through the force transmission between the overlapping circular sphere particles. The method can effectively realize smooth transmission of stress waves in the continuous numerical model to the discontinuous model area.
Owner:POWER CHINA KUNMING ENG CORP LTD +1

Baking method and playing method of particle system, equipment, medium and product

The embodiment of the invention relates to the technical field of computers, and discloses a baking method, a playing method and equipment of a particle system, a medium and a product. The baking method of the particle system comprises the following steps: pre-generating a deterministic parameter sequence; for a continuous emission type particle system, controlling particle behaviors according to the deterministic parameter sequence; according to the particle behavior, starting stage sequence data and circulation stage sequence data are generated; wherein the starting stage sequence data records the process from the first emission of particles to the stable state of the particle system, and the cycle stage sequence data records the particle behavior in a complete operation cycle based on the deterministic parameter sequence. The technical problems that in the related technology, the storage cost is high, and implementation cannot be achieved on low-performance mobile equipment are solved.
Owner:SHANGHAI MIHA YOUHAIYUANCHENG TECH CO LTD

Particle collision method, device and equipment based on physical simulation, and storage medium

ActiveCN119784911BSustainable transportationAnimationCollision detectionParticle collision
The application relates to the technical field of particle simulation, and discloses a particle collision method, device and equipment based on physical simulation and a storage medium, the method comprises the following steps: determining current parameters of each particle in a particle system based on initial parameters and external force parameters of each particle; detecting collision information between each particle and / or collision information between the particle and other objects in the particle system through a collision detection algorithm; and updating target collision parameters of each particle based on a collision model, the current parameters and the collision information. In the foregoing manner, the initial parameters and the external force parameters of the particles are considered to more accurately simulate the motion state of the particles under the action of force, a preset collision detection algorithm is used to detect the collision information between the particles and between the particles and other objects in the system, the simulation effect is more realistic, powerful technical support is provided for simulating complex physical phenomena, and the accuracy of the particle collision effect is improved.
Owner:SHENZHEN RENDERBUS TECH

Underground space excavation simulation method, device, equipment and medium

According to the underground space excavation simulation method, device and equipment and the medium, a smooth fluid dynamics method is adopted to disperse a soil body of a to-be-simulated area into a particle system, and the spatial position and physical parameters of boundary virtual particles are determined; according to the spatial position and the physical parameter of the boundary virtual particle, determining the interaction between the particles, and determining the spin rate tensor and the relative speed of the particles; according to the spin rate tensor and the relative speed of the particles, the stress rate of the soil body particles is calculated in combination with the constitutive relation of the particles; performing time integration on the stress rate, and updating the stress state of each particle; judging whether the updated stress state exceeds the damage surface or not so as to determine whether the particles are damaged or not; marking the damaged particles, and outputting a simulation result. According to the scheme, under complex geological conditions and discontinuous deformation scenes, the simulation precision and stability are high, and the safety of the construction process can be guaranteed.
Owner:SHENHUA SHENDONG COAL GRP +1

Real-time mechanical simulation method based on two-dimensional regular grid

The invention discloses a real-time mechanical simulation method based on a two-dimensional regular grid, and relates to the cross technical field of computer-aided engineering and high-performance scientific computation.The real-time mechanical simulation method comprises the following steps that the two-dimensional regular grid to be simulated is dispersed into a particle system; defining boundary conditions based on the particle system; carrying out local kinematics information calculation on each particle in the particle system; modeling is carried out for a two-dimensional plane strain problem, and physical constraints are constructed; carrying out display iteration solution on the particle system based on physical constraints; repeating the steps S1 to S5, and carrying out real-time mechanical simulation circulation; based on a two-dimensional regular grid and a particle system, in combination with a local rotation matrix and physical constraint modeling, high-precision and real-time mechanical simulation is realized, while the efficient interactivity of a graphic method is kept, real physical parameters such as Poisson's ratio are introduced, the Poisson effect and large deformation behavior are accurately simulated, and the shear locking problem of a traditional finite element is avoided.
Owner:ZHONGBEI UNIV

Aircraft rendering method and device based on unreal engine and storage medium

The invention provides an aircraft rendering method and device based on an unreal engine and a storage medium, and relates to the technical field of computers. The method comprises the following steps: acquiring a three-dimensional coordinate of a nozzle in an aircraft according to a real-time three-dimensional coordinate of the aircraft; according to the three-dimensional coordinate of the nozzle, the emission position of the tail smoke particle cluster is determined based on a particle system, according to the real-time three-dimensional coordinate, the attitude information and the flight emission time of the aircraft, the first emission attribute of the tail smoke particle cluster is determined, and the virtual aircraft model is controlled to move in the virtual scene; according to the method and the device, a tail smoke particle cluster is generated, a plurality of tail smoke particle objects are emitted according to the emission position of the tail smoke particle cluster and the first emission attribute, and the animation rendering effect of the nozzle tail smoke in the flight process of the aircraft is generated through rendering of the plurality of tail smoke particle objects. The physical behavior and form change of the tail smoke of the aircraft in the space environment can be realistically simulated, and the rendering effect is improved.
Owner:TIANAN STAR CONTROL (BEIJING) TECH CO LTD

Image rendering method and device, computer program and electronic equipment

The embodiment of the invention relates to the technical field of computers, in particular to an image rendering method and device. The method comprises the following steps: acquiring three-dimensional Gaussian point cloud data; and analyzing the three-dimensional Gaussian point cloud data according to the obtained file header information of the three-dimensional Gaussian point cloud data to obtain texture data corresponding to the three-dimensional Gaussian point cloud data. The method further includes creating, by the UE engine, a particle system corresponding to the texture data. In addition, the method further comprises the step of carrying out rendering processing on the particle system to obtain a rendered image. According to the method, the three-dimensional Gaussian splashing technology can be effectively integrated into the UE engine.
Owner:HANGZHOU QIUGUOJIHUA TECHNOLOGY CO LTD

Method and device for generating biogroup animation, electronic equipment and storage medium

This application provides a method, apparatus, electronic device, and storage medium for generating animations of biological swarms, relating to the field of animation processing technology. The method includes: responding to a target animation generation instruction and determining the target virtual biological swarm and the motion logic it needs to execute; generating vertex texture animations of individual target biological models based on multiple animation resources; generating a particle swarm that moves in a virtual scene according to the motion logic based on a particle system; calculating the real-time motion state of each particle object in the particle swarm and determining the target behavior state matching the real-time motion state; and rendering and generating a swarm animation corresponding to the target virtual biological swarm based on the target behavior state corresponding to each particle object and the vertex texture animation of the individual target biological model. This allows the swarm animation to display a target virtual biological swarm in multiple behavior states, improving the diversity and realism of the simulation results.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

A three-dimensional dynamic cloud chart visualization method based on meteorological data

The application provides a three-dimensional dynamic cloud chart visualization method based on meteorological data, and belongs to the technical field of meteorological observation. The application creates a Niagara particle system in a Unreal Engine, optimizes Perlin noise algorithm parameters based on a double-layer game model, realizes initial field drawing of a three-dimensional cloud chart through a light ray stepping mode, and performs light calculation in combination with a spherical harmonic function. Parallel processing is realized by using multiple CUDA streams and a double-layer sub-thread grid. The problem of environmental occlusion is solved by setting the starting point and ending point of the light ray through a bounding box. In the particle updating process, the grid point position is updated according to the wind direction data, and a cloud layer evolution simulation algorithm based on the lattice Boltzmann method is introduced to simulate the fluid dynamics behavior, thereby solving the technical problem that the rendering quality and the calculation efficiency are difficult to achieve dynamic balance in the three-dimensional dynamic cloud chart visualization process.
Owner:青岛国实科技集团有限公司

A space flow field display method and system based on a three-dimensional engine particle system

This application discloses a spatial flow field display method and system based on a 3D engine particle system, belonging to the field of spatial flow field display. The method includes: acquiring raw flow field data from a turboshaft engine test stand, preprocessing and standardizing it to construct a database that can be efficiently read by a 3D engine; in the 3D scene construction stage, performing polygon simplification and topology optimization on the physical model in the flow field to ensure that the engine can maintain high-performance operation while maintaining visual effects; and establishing a mapping mechanism of spatial coordinates-particle trajectory-particle dynamic binding, enabling abstract flow field data to accurately drive the motion trajectory of each particle in the particle system, achieving a precise correspondence between data and visual effects. Through frame update scripts, this application allows the particle system to respond in real time to data changes in the database, dynamically adjusting its motion state and vividly displaying the instantaneous characteristics of the flow field, providing a powerful and convenient interactive tool for flow field analysis.
Owner:AECC HUNAN AVIATION POWERPLANT RES INST

Particle system thermal mass transfer coupling numerical simulation method based on wet particle model

The invention discloses a particle system thermal mass transfer coupling numerical simulation method based on a wet particle model, and belongs to the technical field of particle multiphase flow numerical simulation. The method comprises the following steps: firstly, on the basis of a spherical wet particle hypothesis, forming a dynamic liquid bridge through mutual contact of liquid films attached to the surfaces of wet particles, representing liquid volume transfer and accompanying heat transfer, and distinguishing the liquid films on the surfaces of the wet particles from liquid in the wet particles by adopting a double-layer structure model; on the basis, through time step discretization, wet particle dynamics, liquid bridge acting force and a heat and mass transfer equation are solved through coupling iteration in each time step, and finally a simulation result is output. According to the method, a mesoscale mechanism which is difficult to observe through experiments in the wet particle processing process is disclosed, and the method can be further coupled to a reactor scale computational fluid mechanics model framework containing wet particles, so that the prediction accuracy of a macroscopic reactor model on the dynamic behavior of a wet particle-containing system is greatly improved.
Owner:ZHEJIANG UNIV

Particle animation processing method and device, electronic equipment, computer readable storage medium and computer program product

The invention provides a particle animation processing method and device, electronic equipment, a computer readable storage medium and a computer program product. The method comprises the steps of generating a particle system based on target animation data in a preset animation library; receiving an input event triggered by the target object, and obtaining operation information corresponding to the input event; adjusting particle parameters of particles included in the particle system based on the operation information to obtain adjusted particle parameters; and rendering based on the adjusted particle parameters to obtain a particle animation. According to the invention, the reality and interactivity of the particle animation can be enhanced.
Owner:TENCENT TECHNOLOGY (SHENZHEN) CO LTD