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The Realistic Modeling and Rendering Algorithm for Rain Scenes
Author: ZhengXuan
Tutor: LvMengYa
School: Yanshan University
Course: Applied Computer Technology
Keywords: rain scene particle system Mass-Spring Model Metaball dynamic texture refraction algorithm
CLC: TP391.41
Type: Master's thesis
Year: 2012
Downloads: 27
Quote: 0
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Abstract
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Rain scene simulation has been a hotspot and one of the most difficult task,inCompute Graphics. It has been widely applied in special effects film,3D games and otherfields. In the present rain scene simulation study, there have been the problems in rainscene, such as unreal effects, incomplete details, which affect the reality of the rain scene.To solve these problems, this paper presents an algorithm to fast and really simulate watersurface after rain hitting by Meatball combining with Mass-Spring water surface.Firstly, completing the realistic modeling and rendering of raindrop and water surface.In order to really and fast simulate rain scene, we use the particle system and texture torender real raindrops, use Mass-Spring Model to set up arbitrary shape of the watersurface mesh, including rectangular and circular, irregular shape, and make raindrops andwater particles strength analysis.Secondly, simulating rain and water surface interaction. To solve the problems aboutincomplete details in the rain scene, we analyse and get water surface phenomenon afterraindrops hitting from the point of view of physics. We simulate rain and water surfaceripples by collision detection, boundary detection and the forces between mass points;construct the model of bubble fusion units by Metaball technology, produce and solve theproblems about Meatball combining with Mass-Spring water surface, build algorithm andsimulate the water surface bubbles; apply particle system again to simulate water splash.Thirdly, real-time rendering dynamic rain scene. For purpose of enriching the rainscene, we use cube texture rendering the surrounding environment about rainfall, simulatewater and bubble reflection effects by dynamically generating cube map textures tocalculate the reflection ray. Considering the different shape of water surface and thebubble have, we respectively apply refraction function in CG language and precisionoptics refraction algorithm to realize the water and bubble refraction effect. In the end, wemix reflection color, refraction color and lighting color to obtain calculate the final watersurface and bubble color.Finally, we design and implement a real-time rain scene system to test and prove ouralgorithm proposed in this thesis. And we analyze and compare the the authenticity of the results the algorithm simulates.
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