基于改进粒子系统和纹理渲染的火灾模拟

Xiuting Gao, Xiaohu Ma
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引用次数: 1

摘要

不规则物体的仿真是计算机图形学中的一个难点和热点问题。火焰模拟是一个巨大的挑战,因为火的形状的可变性。提出了一种基于改进粒子系统和纹理渲染的火焰模拟新方法。该模型用于研究结构粒子和风随机过程的性能。它可以产生不同细节的火焰。为了减少计算过程中粒子的数量,我们使用了多纹理技术。这克服了粒子系统计算规模大的缺陷。实验结果表明,该方法能够满足实时性和真实感的要求。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Simulation of fire based on improved particle system and texture rendering
The simulation of the irregular objects is a difficult and attractive problem in computer graphics. Flame simulation is of a great challenge because of the variability of the shape of fire. A new method of flame simulation based on the improved particle system and texture rendering is proposed in this paper. This model is introduced to study structured particle and the performance of the random process of wind. It can generate flames with different details. To reduce the number of the particles in the calculation process, we use the multi-texture technology. This overcomes the defects of large calculation scale for particle system. Experimental results show that the proposed method can meet the requirements of real time and reality.
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