Dynamic Polygon Mesh Deformation for Smooth Fluid Simulation
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Solution Overview
Problem
The flowing of fluid shown using polygon meshes in three-dimensional virtual game spaces is not smooth, lacking realism.
Innovation Solution
A method where a computer functions as a virtual space generating unit, a game screen displaying unit, and a fluid displaying unit, which includes a model setting unit, a polygon mesh setting unit, and a fluid setting unit. The model setting unit sets a linear model with joints that moves to follow virtual points, deforming the polygon mesh to simulate fluid flow from a basis portion to the edge of the linear model, with joints near the edge moving slower than those near the basis portion.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If fluid is displayed using polygon meshes in three-dimensional virtual space, then fluid visualization is achieved, but the fluid flow appears unnatural and lacks smoothness
Solution Approach 1:
The fluid display system is segmented into multiple independent components: linear model (skeleton), polygon mesh (surface), and fluid texture (visual representation). Each component handles a specific aspect of fluid visualization, allowing independent optimization and improving overall smoothness without requiring complete system redesign
Solution Approach 2:
The polygon mesh is made dynamic by deforming it according to the movement and shape changes of the linear model. This dynamic deformation allows the mesh to smoothly follow the fluid's motion trajectory, creating natural-looking fluid flow without requiring static, pre-defined geometry
2Manufacturing precision
If joints are limited to move slower near the edge of the linear model, then fluid flow smoothness is improved, but the processing complexity increases
Solution Approach 1:
Different movement constraints are applied to different parts of the linear model based on their local requirements. Joints near the basis portion (source) are allowed to move faster and cover larger distances, while joints near the edge (terminal) move slower and cover smaller distances. This local differentiation creates smooth fluid flow appearance without requiring complex global control mechanisms
Solution Approach 2:
The movement speeds and distances of joints are predetermined and constrained before the fluid animation plays out. By pre-defining that edge joints move slower than basis portion joints, the system ensures smooth fluid flow from the start without requiring real-time complex calculations or adaptive control during animation
Data Source
AI summary
The present invention causes a computer to function as a virtual space generating unit, a game screen displaying unit and a fluid displaying unit.A fluid displaying unit displays pseudo three-dimensional representation of fluid in virtual space on a game screen. And the fluid displaying includes a model setting unit, a polygon mesh setting unit and a fluid setting unit. The model setting unit sets a predetermined linear model on the virtual space and moves a basis portion of the linear model to a predetermined direction, and moves the linear model to follow virtual points which are shot from the basis portion at intervals and which move to follow a predetermined track including the basis portion as a starting point.


