(34.237.52.11) 您好!臺灣時間:2021/05/18 14:07
字體大小: 字級放大   字級縮小   預設字形  
回查詢結果

詳目顯示:::

: 
twitterline
研究生:吳峻銘
研究生(外文):Jyun-ming Wu
論文名稱:基於slice的方法之海水碎波模擬
論文名稱(外文):Slice-Based Water Simulation for Breaking Waves
指導教授:李宗南李宗南引用關係
指導教授(外文):Chung-Nan Lee
學位類別:碩士
校院名稱:國立中山大學
系所名稱:資訊工程學系研究所
學門:工程學門
學類:電資工程學類
論文種類:學術論文
論文出版年:2009
畢業學年度:97
語文別:英文
論文頁數:55
中文關鍵詞:海水碎波自然模擬
外文關鍵詞:Breaking WaveVolume of FluidSlice Method
相關次數:
  • 被引用被引用:0
  • 點閱點閱:178
  • 評分評分:
  • 下載下載:4
  • 收藏至我的研究室書目清單書目收藏:0
由於海水碎波模擬往往需花費相當久的時間,且應用上常具有很大限制,針對這個問題,本論文提出一個基於slice的方法來呈現海水碎波自然模擬。首先透過Navier-Stokes方程,精確計算出海水的變化情形,再結合VOF(Volume of fluid) 和一重構自由液面的方法,以快速建構出2D的海水模擬結果。最後對此ㄧ集合之2D模擬結果,採用線性內插和噪音函數(noise function),來大幅降低模擬時間且達到較佳之模擬效能,並使其可應用在更多的用途上。
The simulation of breaking wave has a computationally intensive application. In order to reduce the computation, this thesis presents a slice-based water simulation method for ocean breaking waves on natural simulation by generating the 2D simulations and then integrating these 2D simulation results into a 3D shape. We first simulate a 2D wave by a 2D Navier-Stokes solver to obtain the varying of ocean. Then, we combine VOF (Volume of fluid) with a new reconstruct free surface method that is a fast 2D simulation. We use linear interpolation with noise function to construct a complete 3D ocean simulation from these 2D simulations. By doing these, one can reduce the computation time and achieve better efficiency.
Chapter 1 Introduction ................................................................................................... 1
Chapter 2 Related work ................................................................................................. 3
2.1 Fluid framework......................................................................................... 3
2.2 Free surface ................................................................................................ 3
2.3 Height field ................................................................................................ 6
2.4 Breaking wave ........................................................................................... 6
Chapter 3 The proposed method .................................................................................. 10
3.1 Grid generation ........................................................................................ 11
3.2 Wave simulation ....................................................................................... 12
3.2.1 Fluid equations ............................................................................. 13
3.2.2 Free surface .................................................................................. 16
3.2.3 Expansion to 3D ........................................................................... 21
3.2.4 Isosurface reconstruction ............................................................. 23
3.2.5 Smoothing the surface.................................................................. 23
3.3 Particle simulation ................................................................................... 24
3.4 Render ...................................................................................................... 26
Chapter 4 Implementation ........................................................................................... 28
4.1 2D simulations ......................................................................................... 28
4.1.1 Initialization ................................................................................. 29
4.1.2 Discretization ............................................................................... 30
4.1.3 Boundary conditions and surface grid ......................................... 32
4.2 GPU implementation ............................................................................... 34
4.3 Results ...................................................................................................... 37
Chapter 5 Conclusions ................................................................................................. 44
References .................................................................................................................... 45
[1]. A. Fournier and W. T. Reeves, “A simple model of ocean waves,” Proc. of the ACM SIGGRAPH „86, pages 75-84, 1986
[2]. C. Johanson, “Real-time water rendering,” Master of Science thesis, Lund University, 2004
[3]. D. Enright, S. Marschner, and R. Fedkiw, “Animation and Rendering of Complex Water Surfaces,” Proc. of the ACM Transactions on Graphics, Vol. 21, Issue 3, pages 736–744, 2002.
[4]. D. Kim、O. Y. Song and H.S. Ko, “A Semi-Lagrangian CIP Fluid Solver without Dimensional Splitting,” EUROGRAPHICS 2008, Volume 27, Number 2, 2008
[5]. D. Nguyen, D. Enright and Ron Fedkiw, “Simulation and Animation of Fire and Other Natural Phenomena in the Visual Effects Industry,” Western States Section, Combustion Institute, Fall Meeting, UCLA, 2003.
[6]. D. R. Peachey, “Modeling waves and surf,” In SIGGRAPH ‟86: Proceedings of the 13th annual conference on Computer graphics and interactive techniques, pages 65–74, 1986.
[7]. G. Irving, E. Guendelman, F. Losasso, and R. Fedkiw, “Efficient Simulation of Large Bodies of Water by Coupling Two and Three Dimensional Techniques,” Proc. of the ACM Transactions on Graphics, Vol. 25, 2006.
[8]. J. Stam, “Stable Fluids,” Proc. of ACM SIGGRAPH „99, pages 121–128, 1999.
[9]. J. Tessendorf, “Simulating Ocean Water,” Proc. of ACM SIGGRAPH 2002 Course Notes 9 (Simulating Nature: Realistic and Interactive Techniques), 2002.
[10]. L.S. Jensen and R. Golias, “Deep-Water Animation and Rendering,” In Gamasutra , 2001.
[11]. M. Kass and G. Miller. “Rapid, Stable Fluid Dynamics for Computer Graphics,” Proc. of the ACM Transactions on Graphics, Vol. 24, Issue 4, pages49–55, 1990.
[12]. N. Foster and D. Metaxas, “Realistic Animation of Liquids,” Graphical Models and Image Processing, Vol. 58, Issue 5, pages 471~483, 1996
[13]. N. Foster, D. Metaxas, “Modeling the motion of a hot ,turbulent gas,” In Proc. of SIGGRAPH „97, pages 181–188, 1997
[14]. N. Foster and R. Fedkiw, “Practical animation of liquids,” Proc. of ACM SIGGRPAH, pages 23–30, 2001.
[15]. N. Thürey, U. R‥ude, and M. Stamminger, “Animation of Open Water Phenomena with coupled Shallow Water and Free Surface Simulations,” Proc. of the ACM SIGGRAPH/ Eurographics Symposium on Computer Animation, 2006.
[16]. N. Thürey, F. Sadlo, S. Schirm, M. Müller-Fischer, and M. Gross, “Real-time Simulations of Bubbles and Foam within a Shallow Water Framework,” Proc. of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 2007
[17]. N. Thürey, M. Müller-Fischer, Simon Schirm, Markus Gross, and ETH Zurich, “Real-time BreakingWaves for Shallow Water Simulations,“ 15th Pacific Conference on Computer Graphics and Applications, 2007
[18]. Q. Wang, Y. Zheng, C. Chen, T. Fujimoto, and N. Chiba, “Efficient rendering of breaking waves using mps method,” Journal of Zhejiang University SCIENCE A, 2006.
[19]. R. LeVeque, “Finite volume methods for hyperbolic problems,” Cambridge Texts in Applied Mathematics, Cambridge University Press, Cambridge, 2002.
[20]. R. Wang, P. Chen, and C. Ban, “Keeping Volume Fraction of Fluid in Reconstructing Moving-interfaces of VOF on Rectangular Meshes,” Chinese Journal of Computational Physic, Vol. 25, Issue 4., 2008
[21]. S. Jeschke, H. Birkholz, and H. Schmann, “A procedural model for interactive animation of breaking ocean waves,” Proc. WSCG2003 POSTERS, 2003.
[22]. T. Klein, M. Eissele, D. Weiskopf, and T. Ertl, “Simulation, modelling and rendering of incompressible fluids in real time,” Workshop on Vision, Modelling, and Visualization VMV ''03 pages 365-373, 2003.
[23]. T. Nakayama and M. Mori, ”An Eulerian finite element method for time dependent free surface problems in hydrodynamics,” Int. j. numer. methods fluids, Vol. 22, pages 175–194, 1996
[24]. T. Takahashi, H. Fujii, A. Kunimatsu, K. Hiwada, T. Saito, K. Tanaka, and H. Ueki, ” Realistic animation of fluid with splash and foam,” Computer Graphics Forum, Vol. 22, Issue 3, 2003.
[25]. V. Mihalef, D. Metaxas, and M. Sussman, “Animation and Control of Breaking Waves,” Proc. of the ACM SIGGRAPH/ Eurographics Symposium on Computer Animation, pages 315–324, 2004.
[26]. http://w3.oc.ntu.edu.tw/chap7/chap7.htm
[27]. W.E. Lorensen and H.E. Cline, “Marching Cubes: A High Resolution 3D surface Construction Algorithm”, Proc. of the ACM SIGGRAPH Computer Graphics, Vol.21, No. 4, pp. 163-169, 1987
[28]. GPU深度發掘, http://www.physdev.com/gpu/
[29]. GPU Gems, NVIDIA
QRCODE
 
 
 
 
 
                                                                                                                                                                                                                                                                                                                                                                                                               
第一頁 上一頁 下一頁 最後一頁 top