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1.
体绘制是三维数据可视化的主要方法之一。用于体绘制的数据体中包含有大量的空体素,导致光线投射算法进行没有意义的重采样计算,必然降低绘制算法效率。针对全空子数据体体绘制低效问题,本文提出基于GPU体高效绘制方法。利用八叉树数据结构组织数据,有效管理包含许多空体素的子数据体。通过绘制八叉树非全空叶子结点子数据体表面,使光线投射算法中起始和终止重采样位置更接近数据体中的可视部分,同时根据八叉树全空结点子数据体判定纹理查询结果,计算合适的跳跃步长,快速跳过八叉树中全空结点子数据体,减少无效重采样点。当数据体中空体素较多时,实现对原基于体包围盒表面绘制的GPU光线投射算法的加速。设计不透明度函数,凸显数据体中层位面,并将算法成功应用于地震数据可视化,取得很好应用效果。  相似文献   

2.
采用空间分割的平滑曲面重构算法   总被引:1,自引:0,他引:1       下载免费PDF全文
顾耀林  袁江琛 《计算机工程》2007,33(21):226-228
面绘制是科学计算可视化中一个重要的研究方向,移动立方体是实现面绘制的一个重要算法,八叉树是一种有效的表示三维物体的方法,该文在八叉树生成的基础上,提出一种基于空间分割的表面重构算法,将绘制空间分别按X轴、Y轴和Z轴进行分割,生成的树的节点个数小于等于8个,与八叉树方法相比,减少了所生成叶结点数量,再通过移动立方体算法生成三角面片。三角面片通过平滑处理,提高了图形显示质量。  相似文献   

3.
凝结是自然界中很常见的一种现象,其真实感仿真对虚拟现实、影视特效及游戏娱乐等领域都有重要的意义.针对传统的基于物理的仿真方法难以保持凝结小尺度液滴细节的问题,提出一种基于光滑粒子流体动力学与自适应流体隐式粒子法耦合的仿真方法.首先基于光滑粒子流体动力学离散建模空气的热传导,并辅以相对湿度模型和露点描述相变过程;然后结合基于八叉树的自适应背景网格和流体隐式粒子法仿真凝结液滴,突出了小尺度液滴高精度的细节;最后引入表面张力、黏附力与阻力,逼真地仿真了复杂固体表面上液滴的运动.实验结果表明,该方法可以真实、高效地反映复杂固体表面的凝结现象.  相似文献   

4.
目的 体绘制是3维数据可视化的主要方法之一。用于体绘制的数据体中包含有大量的空体素,导致光线投射算法进行没有意义的重采样计算,必然降低绘制算法效率。针对全空子数据体体绘制低效问题,提出基于GPU体高效绘制方法。方法 利用八叉树数据结构组织数据,有效管理包含许多空体素的子数据体。通过绘制八叉树非全空叶子节点子数据体表面,使光线投射算法中起始和终止重采样位置更接近数据体中的可视部分,同时根据八叉树全空节点子数据体判定纹理查询结果,计算合适的跳跃步长,快速跳过八叉树中全空节点子数据体。结果 当数据体中空体素较多时,确定合适的八叉树深度,有效地跳过数据体中的空体素,减少体绘制运算量,实现对原基于体包围盒表面绘制的GPU光线投射算法的加速。结论 设计不透明度函数,凸显数据体中层位面,并将算法成功应用于地震数据可视化,取得很好应用效果。  相似文献   

5.
为了在流体仿真中实现逼真的可视化效果,有效地保护流体表面细节,提出一种面向粒子流体的表面绘制方法.首先定义了一个自适应标量场计算模型,用自适应的椭球型核函数取代传统的球型核函数,并通过约束校正的方法获得自适应的粒子半径;为了降低内存消耗,提出表面粒子提取方法,根据粒子的数量自动计算网格的分辨率,并仅在接近表面的粒子上生成标量场;在绘制阶段,将场景中物体的几何绘制与光照计算解耦和,在着色中采用屏幕空间的折射与焦散方法.实验结果表明,在不同规模的粒子流体场景中,该方法都具有很好的可视化效果和性能.  相似文献   

6.
为了提升基于粒子的流体表面重建效率,提出了一种基于透视网格的自适应窄带表面粒子提取方法。与基于物体空间的方法相比,该方案根据粒子密度、离散系数等信息自适应提取视锥范围内最靠近视点的表面粒子,使表面粒子数、内存消耗仅与可见的表面区域相关,而不是整个流体表面或模拟域。此外,利用透视网格沿视线排布的优势,提出了基于粒子密度的自适应厚度估计方法。实验结果表明,该方案有效减少了40%~76%的表面粒子和30%~50%的内存开销,解决了表面粒子冗余和空洞问题,并以较低的代价获取了厚度信息。该方案为后续的表面重建和渲染带来了明显的性能提升,可以更好地处理大规模粒子集的重建和渲染。  相似文献   

7.
张传明  潘懋  徐绘宏 《计算机工程》2007,33(14):33-35,7
在介绍当前体数据的数据模型与绘制方法的基础上,使用混合八叉树进行体数据的描述,实现了对其自适应分块存储。并用体元投射和三维纹理映射方法分别实现了混合八叉树的体绘制与多分辨率绘制。实验结果表明,该文的算法较好地实现了基于混合八叉树结构的海量体数据的组织、存储和绘制。  相似文献   

8.
王筱婷  王璐  孟祥旭 《软件学报》2016,27(10):2642-2653
针对法向信息缺失和采样点缺失的带有洞的散乱点云数据,提出了一种高效高质量的多层同步表面重建方法.首先利用动态等高线检测出含有洞的八叉树节点,并且基于HPR(hidden point removal)映射计算出八叉树顶点的内外状态,建立带有顶点内外标识的空间有向状态八叉树,然后基于八叉树节点内法向测试方法保证基于k近邻表面重建过程中采样点的法向的正确性,且该空间有向状态八叉树可以支持不同层次的点云同步重建,在保证重建结果正确性的前提下,提高重建效率.  相似文献   

9.
基于Smoothed Particle Hydrodynamics方法的实时流体模拟   总被引:1,自引:1,他引:0  
提出基于物理的、实时的技术模拟水体,根据Smoothed Particle Hydrodynamics方法求解流体动力学的Navier-Stokes方程,并运用Marching Cubes体绘制算法重建流体表面.实验表明基于粒子的方法能模拟流体所特有的飞溅、漩涡等现象,Marching Cubes在表面重建的高效性使模拟达到实时、交互的应用.  相似文献   

10.
怎样实时地进行高度逼真的大规模流体模拟是图形学要研究的一个重要内容。流体的模拟由物理计算、碰撞检测、表面重构和渲染几个部分组成,因此有大量工作针对流体模拟中的各个部分算法进行GPU加速。提出一整套基于GPU的SPH流体模拟加速框架。在利用平滑粒子动力学(SPH)求解Navier-Stokes方程的基础上,借助基于GPU的空间划分PSS(Parallel Spatial Subdivision)来大幅度提升粒子碰撞的检测速度。同时,设计一种基于几何着色器(Geometry Shader)的流体表面信息的重建算法,并进一步地实现基于索引的优化,使得在流体表面重建过程无须遍历不包含表面的区域。实验结果表明,该方法能实时模拟出具有较好真实感的流体场景。  相似文献   

11.
通过改进流体体积法(VOF)方程求解部分,提高了离散模型中表面单元和液体内部对流的精度,从而在整体上减小了对流产生的体积误差;为逼真地展现具有复杂表面的运动液体场景,提出一种基于几何搜索的表面重建方法——种子一绕空方法.该方法可以将VOF方法生成的带缝隙表面用C^0连接的三角面片集表示,以获得光滑连续的液面表示,最后通过实例实现了较低密度网格下光滑地表现复杂液面。  相似文献   

12.
We present a robust and efficient method for the two‐way coupling between particle‐based fluid simulations and infinitesimally thin solids represented by triangular meshes. Our approach is based on a hybrid method that combines a repulsion force approach with a continuous intersection handling to guarantee that no penetration occurs. Moreover, boundary conditions for the tangential component of the fluid's velocity are implemented to model the different slip conditions. The proposed method is particularly useful for dynamic surfaces, like cloth and thin shells. In addition, we demonstrate how standard fluid surface reconstruction algorithms can be modified to prevent the calculated surface from intersecting close objects. For both the two‐way coupling and the surface reconstruction, we take into account that the fluid can wet the cloth. We have implemented our approach for the bidirectional interaction between liquid simulations based on Smoothed Particle Hydrodynamics (SPH) and standard mesh‐based cloth simulation systems.  相似文献   

13.
This paper presents a novel method to detect free‐surfaces on particle‐based volume representation. In contrast to most particle‐based free‐surface detection methods, which perform the surface identification based on physical and geometrical properties derived from the underlying fluid flow simulation, the proposed approach only demands the spatial location of the particles to properly recognize surface particles, avoiding even the use of kernels. Boundary particles are identified through a Hidden Point Removal (HPR) operator used for visibility test. Our method is very simple, fast, easy to implement and robust to changes in the distribution of particles, even when facing large deformation of the free‐surface. A set of comparisons against state‐of‐the‐art boundary detection methods show the effectiveness of our approach. The good performance of our method is also attested in the context of fluid flow simulation involving free‐surface, mainly when using level‐sets for rendering purposes.  相似文献   

14.
流-固交互及可变形体破裂的真实感模拟   总被引:1,自引:0,他引:1  
为了模拟流体与动态环境的相互作用,提出一种流-固交互及可变形体破裂的真实感建模与绘制的算法.该算法使用光滑粒子流体动力学(SPH)与有限单元法(FEM)分别对流体与变形固体进行建模;再根据流-固交互作用的特点,给出一种快速分离液体表面粒子与固体表面网格的交互方法,并采用虚节点的流-固耦合模型模拟了液-固相互作用力.文中算法可用于多个流-固交互破裂的现象,如水管崩裂、水冲堤坝等.  相似文献   

15.
基于传统光滑粒子流体动力学(SPH)方法的边界力法、虚粒子法或耦合力法处理固体入水时,流 体与固体交互界面的粒子密度不连续、压力不稳定、固体边界处会发生部分流体粒子穿透或分离等现象,而流 体表面因为受到力的作用,表面破碎后,液面较粗糙。针对上述问题,结合边界力和虚粒子的优点,对耦合力 法进行改进,处理运动固体边界,阻止流体粒子穿透固体边界;改进交互界面的压力计算方法,提高计算精度, 稳定交互界面压力场;对流体表面的粒子位置进行校正,提升流体表面自由流动液面边界的模拟效果。通过经 典的二维固体入水实验,对该方法进行了验证,实验结果表明,本文方法在流体粒子与固体粒子交互后,交互 界面压力稳定,界面分离清晰无穿透,表面流体粒子分布均匀,流场的运动真实自然。  相似文献   

16.
The Fluid Implicit Particle method (FLIP) reduces numerical dissipation by combining particles with grids. To improve performance, the subsequent narrow band FLIP method (NB‐FLIP) uses a FLIP‐based fluid simulation only near the liquid surface and a traditional grid‐based fluid simulation away from the surface. This spatially‐limited FLIP simulation significantly reduces the number of particles and alleviates a computational bottleneck. In this paper, we extend the NB‐FLIP idea even further, by allowing a simulation to transition between a FLIP‐like fluid simulation and a grid‐based simulation in arbitrary locations, not just near the surface. This approach leads to even more savings in memory and computation, because we can concentrate the particles only in areas where they are needed. More importantly, this new method allows us to seamlessly transition to smooth implicit surface geometry wherever the particle‐based simulation is unnecessary. Consequently, our method leads to a practical algorithm for avoiding the noisy surface artifacts associated with particle‐based liquid simulations, while simultaneously maintaining the benefits of a FLIP simulation in regions of dynamic motion.  相似文献   

17.
Recovering three-dimensional (3D) points from image correspondences is an important and fundamental task in computer vision. Traditionally, the task is completed by triangulation whose accuracy has its limitation in some applications. In this paper, we present a framework that incorporates surface characteristics such as Gaussian and mean curvatures into 3D point reconstruction to enhance the reconstruction accuracy. A Gaussian and mean curvature estimation scheme suitable to the proposed framework is also introduced in this paper. Based on this estimation scheme and the proposed framework, the 3D point recovery from image correspondences is formulated as an optimization problem with the surface curvatures modeled as soft constraints. To analyze the performance of proposed 3D reconstruction approach, we generated some synthetic data, including the points on the surfaces of a plane, a cylinder and a sphere, to test the approach. The experimental results demonstrated that the proposed framework can indeed improve the accuracy of 3D point reconstruction. Some real-image data were also tested and the results also confirm this point.  相似文献   

18.
为实现对雨滴打击树枝等不规则边界过程的模拟,研究了流体粒子在网格表示的 固体边界处的受力情况,提出了一种不需要粒子采样的边界受力模拟方法。采用高斯积分法则 对网格模型的三角面片进行积分,并就此对固液边界的粒子的密度进行修正,以积分的方法对 固体边界处的压力、粘性力等参数进行计算,从而保证边界粒子受力的连续性。同时,还提出 了一种吸引力模型,用来控制粒子在沿着物体表面滑落时的运动。实验结果表明,该方法在模 拟水滴铺展、收缩、沿着边界流动等现象时达到了较为真实的效果。  相似文献   

19.
We propose a new explicit surface tracking approach for particle‐based fluid simulations. Our goal is to advect and update a highly detailed surface, while only computing a coarse simulation. Current explicit surface methods lose surface details when projecting on the isosurface of an implicit function built from particles. Our approach uses a detail‐preserving projection, based on a signed distance field, to prevent the divergence of the explicit surface without losing its initial details. Furthermore, we introduce a novel topology matching stage that corrects the topology of the explicit surface based on the topology of an implicit function. To that end, we introduce an optimization approach to update our explicit mesh signed distance field before remeshing. Our approach is successfully used to preserve the surface details of melting and highly viscous objects, and shown to be stable by handling complex cases involving multiple topological changes. Compared to the computation of a high‐resolution simulation, using our approach with a coarse fluid simulation significantly reduces the computation time and improves the quality of the resulting surface.  相似文献   

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