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基于粒子系統(tǒng)的虛擬戰(zhàn)場(chǎng)環(huán)境模擬

發(fā)布時(shí)間:2018-07-02 23:32

  本文選題:虛擬戰(zhàn)場(chǎng) + 粒子系統(tǒng); 參考:《安徽大學(xué)》2012年碩士論文


【摘要】:隨著計(jì)算機(jī)技術(shù)的發(fā)展,各行業(yè)都開始把計(jì)算機(jī)技術(shù)應(yīng)用到本行業(yè)來(lái),虛擬現(xiàn)實(shí)技術(shù)和計(jì)算機(jī)仿真的應(yīng)用越來(lái)越廣泛,計(jì)算機(jī)動(dòng)畫模擬也得到了很快的發(fā)展。計(jì)算機(jī)游戲、影視、動(dòng)漫等都開始蓬勃發(fā)展起來(lái)。而另一方面,世界各國(guó)的軍事訓(xùn)練卻由于受經(jīng)濟(jì)、安全性、國(guó)際政治等各方面的制約,訓(xùn)練效果越來(lái)越差,無(wú)法滿足基本的訓(xùn)練要求,許多研制的新武器也無(wú)法應(yīng)用到日常訓(xùn)練和戰(zhàn)爭(zhēng)中去。因此,尋找一個(gè)行之有效的訓(xùn)練方法成了各國(guó)軍事界不遺余力的研究?jī)?nèi)容。在這種情況下,虛擬戰(zhàn)場(chǎng)應(yīng)運(yùn)而生。但是,人們?cè)谘芯刻摂M戰(zhàn)場(chǎng)環(huán)境時(shí)卻發(fā)現(xiàn)不規(guī)則的自然環(huán)境和特殊效果的模擬是個(gè)難題,如對(duì)云、雨、雪、煙霧等的模擬。這些不規(guī)則的物體有個(gè)共同的特點(diǎn):它們的形狀不確定,沒(méi)有準(zhǔn)確的定義。本文主要采用了基于粒子系統(tǒng)的方法對(duì)戰(zhàn)場(chǎng)爆炸和戰(zhàn)場(chǎng)火焰這兩種常見的虛擬戰(zhàn)場(chǎng)場(chǎng)景進(jìn)行了模擬,主要做了以下這些工作: (1)對(duì)虛擬戰(zhàn)場(chǎng)環(huán)境的國(guó)內(nèi)和國(guó)外發(fā)展現(xiàn)狀進(jìn)行了概述,詳細(xì)介紹了虛擬戰(zhàn)場(chǎng)環(huán)境的主要組成結(jié)構(gòu)和組成內(nèi)容,對(duì)國(guó)內(nèi)外學(xué)者先后提出的各種不規(guī)則物體模擬方法進(jìn)行了研究和分析。 (2)深入的研究了粒子系統(tǒng)的基本原理,用數(shù)學(xué)的方法來(lái)描述粒子系統(tǒng),給出了粒子系統(tǒng)的定義,并對(duì)粒子系統(tǒng)的基本結(jié)構(gòu)進(jìn)行了闡述,詳細(xì)介紹了建立粒子系統(tǒng)模型的步驟和方法,總結(jié)了粒子系統(tǒng)的特點(diǎn),對(duì)粒子系統(tǒng)中粒子的產(chǎn)生、運(yùn)動(dòng)、消亡三大過(guò)程都給出了詳細(xì)的說(shuō)明;對(duì)OpenGL圖形開發(fā)工具進(jìn)行了詳細(xì)的介紹,分別歸納了兒種關(guān)鍵技術(shù)以及操作步驟。 (3)使用粒子系統(tǒng)對(duì)虛擬戰(zhàn)場(chǎng)環(huán)境中的戰(zhàn)場(chǎng)爆炸進(jìn)行了模擬,分析了爆炸的過(guò)程并總結(jié)了爆炸的特點(diǎn),根據(jù)分析結(jié)果設(shè)計(jì)并建立了爆炸粒子系統(tǒng)模型,對(duì)爆炸后的受力情況進(jìn)行了分析,采用粒了系統(tǒng)的繪制函數(shù)和OpenGL的色彩混合技術(shù)對(duì)爆炸進(jìn)行了繪制,實(shí)現(xiàn)了戰(zhàn)場(chǎng)爆炸效果的模擬。 (4)對(duì)虛擬戰(zhàn)場(chǎng)環(huán)境中常見的火焰場(chǎng)景進(jìn)行了模擬,建立了火焰粒子系統(tǒng)模型,定義了火焰粒子的屬性和數(shù)據(jù)結(jié)構(gòu),并對(duì)火焰的屬性進(jìn)行了設(shè)置,分析了火焰受到的各種動(dòng)力,建立了各種不同的動(dòng)力場(chǎng),分析了各個(gè)不同的動(dòng)力場(chǎng)里粒子的運(yùn)動(dòng),根據(jù)牛頓第二定律對(duì)粒子的各個(gè)屬性進(jìn)行更新,給出了火焰粒子系統(tǒng)實(shí)現(xiàn)的算法,在繪制時(shí)結(jié)合了OpenGL圖形工具的紋理映射技術(shù)和色彩混合技術(shù)增加實(shí)時(shí)性和真實(shí)感。
[Abstract]:With the development of computer technology, all industries begin to apply computer technology to the industry. Virtual reality technology and computer simulation are more and more widely used. Computer animation simulation has also been developed rapidly. Computer games, film and television, animation and so on began to flourish. On the other hand, due to the constraints of economy, security, international politics, and other aspects of military training in the world, the training results are getting worse and worse, and they are unable to meet the basic training requirements. Many of the new weapons developed could not be used in daily training and warfare. Therefore, the search for an effective training method has become the research content of military circles. In this case, the virtual battlefield came into being. However, when people study virtual battlefield environment, it is difficult to simulate irregular natural environment and special effects, such as cloud, rain, snow, smoke and so on. These irregular objects have a common feature: their shape is uncertain and there is no precise definition. In this paper, two common virtual battlefield scenes, namely battlefield explosion and battlefield flame, are simulated based on particle system. The main works are as follows: (1) the development of virtual battlefield environment at home and abroad is summarized, and the main components and contents of virtual battlefield environment are introduced in detail. The simulation methods of irregular objects put forward by scholars at home and abroad have been studied and analyzed. (2) the basic principle of particle system has been deeply studied, the particle system has been described by mathematical method, and the definition of particle system has been given. The basic structure of the particle system is expounded, the steps and methods of establishing the particle system model are introduced in detail, the characteristics of the particle system are summarized, and the generation and movement of the particles in the particle system are discussed. The three major processes of extinction are described in detail, and the OpenGL graphic development tools are introduced in detail. The key technologies and operation steps are summarized respectively. (3) the simulation of battlefield explosion in virtual battlefield environment is carried out by using particle system, and the process of explosion is analyzed and the characteristics of explosion are summarized. According to the analysis results, the model of explosive particle system is designed and established, and the force after explosion is analyzed. The drawing function of the system and the color mixing technique of OpenGL are used to draw the explosion. The simulation of battlefield explosion effect is realized. (4) the common flame scene in virtual battlefield environment is simulated, the flame particle system model is established, and the properties and data structure of flame particle are defined. The properties of the flame are set up, all kinds of dynamic forces are analyzed, various dynamic fields are established, the motion of particles in each dynamic field is analyzed, and the properties of the particles are updated according to Newton's second law. The algorithm of Flame Particle system (FPS) implementation is presented, which combines the texture mapping technology of OpenGL graphics tool and the color mixing technology to increase the real-time and realism.
【學(xué)位授予單位】:安徽大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2012
【分類號(hào)】:TP391.9

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