Real-Time Rendering Algorithm for Large-Scale Realistic Solid-Fluid Interaction

被引:0
|
作者
Tang Y. [1 ,2 ]
Liu P. [1 ,2 ]
Li Y. [1 ,2 ]
Zhang P. [1 ,2 ]
Wu D. [1 ,2 ]
Zhao J. [1 ,2 ]
机构
[1] The College of Information Science and Engineering, Yanshan University, Qinhuangdao
[2] The Key Laboratory for Computer Virtual Technology and System Integration of Hebei Province, Qinhuangdao
来源
| 1600年 / Institute of Computing Technology卷 / 32期
关键词
Solid-fluid interaction; Water wave diffusion; Wave equation; Wave force;
D O I
10.3724/SP.J.1089.2020.17734
中图分类号
学科分类号
摘要
Aiming at the unreal problem of the object motion and water wave diffusion in the large-scale surface solid-fluid interaction simulation, a real-time interactive simulation method for the large-scale water environment was proposed. Firstly, instead of the traditional overall height detail method, the method of partition simulation was utilized to imitate the large-scale water environment in real time and reduce the computational complexity. Secondly, the wave force was introduced during the motion of the object, combined with the custom wind factor, so that the object could float with the water wave on the surface of the water. While generating the interactive wave, the normal distribution function was introduced to calculate the triangular surfaces of the object, so the realism of the surface wave was enhanced. Finally, the attenuation equation including the fluid viscosity and the surface pollution was proposed to improve the wave equation, and the water wave diffusion was smoother and more stable. The experimental results show that the proposed method can simulate the motion of the object on the water more realistically, generate and diffuse water waves during the interaction more effectively. © 2020, Beijing China Science Journal Publishing Co. Ltd. All right reserved.
引用
收藏
页码:378 / 384
页数:6
相关论文
共 25 条
  • [1] Zarifi O., Batty C., A positive-definite cut-cell method for strong two-way coupling between fluids and deformable bodies, Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, (2017)
  • [2] Flynn S., Egbert P., Holladay S., Et al., Adaptive fluid simulation using a linear octree structure, Proceedings of Computer Graphics International, pp. 217-222, (2018)
  • [3] Jones R., Southern R., Physically-based droplet interaction, Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, (2017)
  • [4] Truong N., Yuksel C., A narrow-range filter for screen-space fluid rendering, Proceedings of the ACM on Computer Graphics and Interactive Techniques, 1, 1, (2018)
  • [5] Fournier A., Reeves W.T., A simple model of ocean waves, ACM SIGGRAPH Computer Graphics, 20, 4, pp. 75-84, (1986)
  • [6] Tessendorf J., Simulating ocean water
  • [7] Hinsinger D., Neyret F., Cani M.P., Interactive animation of ocean waves, Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp. 161-166, (2002)
  • [8] Kim J., Kim S., Ko H., Et al., Fast GPU computation of the mass properties of a general shape and its application to buoyancy simulation, The Visual Computer, 22, 9-11, pp. 856-864, (2006)
  • [9] Cords H., Staadt O., Real-time open water environments with interacting objects, Proceedings of the 4th Eurographics Workshop on Natural Phenomena, pp. 35-42, (2009)
  • [10] Jeschke S., Wojtan C., Water wave animation via wavefront parameter interpolation, ACM Transactions on Graphics, 34, 3, (2015)