在数字环境中使用计算着色器的实时交互式雪模拟

Andrea Junker, G. Palamas
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引用次数: 2

摘要

为数字环境(DEs)创建现实的基于物理的系统,如天气、水或光,是计算机图形学中的一个重要主题。本文描述了一种利用计算着色器实现网格动态操作的方法,以逼真地模拟松散堆积的雪或其他可变形表面,当它被VE中的对象或代理踩上或以其他方式操作时的行为。该方法的附加特征包括随时间的积累、风向和其他有助于促进模拟的现象。使用基于物理的强化学习(RL)代理在VE周围行走和奔跑,在雪地上留下痕迹,测试环境条件,以评估计算效率和鲁棒性。结果表明,该系统在多种条件下以+30帧/秒(FPS)的速度运行,具有鲁棒性和计算效率,最多可容纳100个代理。对测试期间捕获的图像进行视觉检查也表明,有可能在更大的区域内将雪改变成逼真的人形图案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Real-time Interactive Snow Simulation using Compute Shaders in Digital Environments
Creating realistic physically-based systems such as weather, water, or light for digital environments (DEs) is an important topic in computer graphics. This paper describes a method utilizing compute shaders to implement dynamic manipulation of meshes to realistically simulate how loosely packed snow, or other transformable surfaces, behave when it is stepped on or otherwise manipulated by objects or agents in a VE. Additional features of the method include accumulation over time, wind direction, and other phenomena that serve to facilitating the simulation. Conditions of the environment were tested using physically-based reinforcement learning (RL) agents walking and running around the VE, leaving behind trails in the snow, to assess computational efficiency and robustness. Results show that the system is robust and computationally efficient running at +30 frames per second (FPS) with up to 100 agents under various conditions. Visual inspection of imagery which was captured during the tests also indicates possibilities in creating larger areas in which the snow has been altered in realistic human-like patterns.
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