烟雾扩散模拟和基于物理的VR渲染

George Psomathianos, Nikitas Sourdakos, K. Moustakas
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引用次数: 0

摘要

本文提出了一种在VR中实现基于物理的烟雾渲染的方法,尽管它的硬件限制。这个问题是通过解耦烟雾动画和渲染成独立的阶段来解决的。从流体力学角度进行了离线烟气扩散模拟。将仿真积累的数据与光散射理论相结合,实现了虚拟现实中的实时渲染。结果表明,该方法可以获得令人满意的帧率,适用于训练模拟等沉浸式和交互式应用的开发。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Smoke Diffusion Simulation and Physically-Based Rendering for VR
This paper presents a method that aims to achieve physics-based smoke rendering in VR despite its hardware limitations. This problem is addressed by decoupling the smoke animation and rendering into independent stages. Offline smoke diffusion simulation was conducted in respect to fluid dynamics. Real-Time rendering in VR was achieved by the combination of the simulation's accumulated data and light scattering theory. Results demonstrate that a satisfying framerate is accomplished making this approach suitable for developing immersive and interactive applications such as training simulations.
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