基于GPU的快速水力侵蚀仿真与可视化

Xing Mei, Philippe Decaudin, Bao-Gang Hu
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引用次数: 114

摘要

天然山脉和山谷逐渐被雨水和河流侵蚀。这种复杂现象的物理建模是制作逼真的合成地形的主要关注点。然而,尽管最近有了一些改进,但现有的算法在计算上仍然很昂贵,导致地形设计师和3D艺术家相当不实用的耗时过程。在本文中,我们提出了一种在当今计算机上以交互速率运行的水力侵蚀现象模型的新方法。该方法基于流水速度场,利用有效的浅水流体模型建立流水速度场。速度场用于计算侵蚀和沉积过程以及输沙过程。该方法经过精心设计,完全在GPU上实现,从而充分利用了当前图形硬件的并行性。实验结果表明,该方法是有效的。它能模拟出真实的降雨和河流侵蚀效果,对大尺寸地形能产生快速的模拟结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Fast Hydraulic Erosion Simulation and Visualization on GPU
Natural mountains and valleys are gradually eroded by rainfall and river flows. Physically-based modeling of this complex phenomenon is a major concern in producing realistic synthesized terrains. However, despite some recent improvements, existing algorithms are still computationally expensive, leading to a time-consuming process fairly impractical for terrain designers and 3D artists. In this paper, we present a new method to model the hydraulic erosion phenomenon which runs at interactive rates on today's computers. The method is based on the velocity field of the running water, which is created with an efficient shallow-water fluid model. The velocity field is used to calculate the erosion and deposition process, and the sediment transportation process. The method has been carefully designed to be implemented totally on GPU, and thus takes full advantage of the parallelism of current graphics hardware. Results from experiments demonstrate that the proposed method is effective and efficient. It can create realistic erosion effects by rainfall and river flows, and produce fast simulation results for terrains with large sizes.
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