Three Dimensional Cloud Modeling Approach Based on L-System

SeokYoon Kang, Ki-Il Kim
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引用次数: 4

Abstract

Typical methods for cloud modeling in simulation software are usually classified into static and dynamic modeling. While static modeling is accomplished by modeling tool such as 3ds max, dynamic modeling is implemented by particle system. In the former one, it is very hard to create a variety of realistic cloud models due to long implementation time. On the other hand, in the dynamic modeling case, rendering speed becomes slow because of computing overhead to handle large number of particles. Based on mentioned features of two schemes, it is required to create realistic three dimensional cloud model with small computing overhead. In order to fulfill this requirement, in this paper, we propose a cloud modeling and rendering approach based on L-system which is expected to provide scalability and low complexity. To create cloud, existing cloud dynamic model is transformed to rules of L-system in recursive way. In order to verify applicability of the proposed method, we present experimental result which is implemented by Open Scene Graph (OSG) library.
基于L-System的三维云建模方法
仿真软件中典型的云建模方法通常分为静态建模和动态建模。静态建模由3ds max等建模工具完成,动态建模由粒子系统实现。在前者中,由于实现时间长,很难创建各种逼真的云模型。另一方面,在动态建模情况下,由于处理大量粒子的计算开销,渲染速度变慢。基于上述两种方案的特点,需要以较小的计算开销创建逼真的三维云模型。为了满足这一需求,本文提出了一种基于L-system的云建模和渲染方法,该方法有望提供可扩展性和低复杂性。为了创建云,将现有的云动态模型以递归的方式转化为l -系统的规则。为了验证该方法的适用性,给出了用开放场景图(OSG)库实现的实验结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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