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Real-time dynamic water surface analogy method based on GPU

A simulation method, real-time dynamic technology, applied in the field of virtual reality technology and GPU, can solve problems such as real-time difficulty

Inactive Publication Date: 2008-12-10
ZHEJIANG UNIV
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

At present, there are mainly semi-Lagrangian methods for solving this equation, but due to the limitations of current GPU calculations and the special requirements of the method itself for data storage and circulation, it is difficult to fully meet the real-time performance

Method used

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  • Real-time dynamic water surface analogy method based on GPU
  • Real-time dynamic water surface analogy method based on GPU
  • Real-time dynamic water surface analogy method based on GPU

Examples

Experimental program
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Embodiment Construction

[0036] The GPU-based real-time dynamic water surface simulation method mainly adopts GPU accelerated calculation, uses the FX effect file of DirectX 9, first obtains the refraction and reflection maps through program rendering, and then calculates the reflection and refraction vectors in the GPU, samples the texture, and obtains the reflection Color and refraction color, and finally mix the reflection color and refraction color according to the Fresnel phenomenon. Its specific implementation steps are as follows:

[0037] 1) Use the HLSL language to write the FX effect file based on Directx Shader, which includes both the vertex shader and the fragment shader in the FX effect file, which will be used to set the material during the modeling process, and finally loaded by the 3D application;

[0038] 2) Create a pool model in 3DS Max. The pool model includes the pool wall and the pool bottom. The pool wall is a ring, and the pool bottom is a circular plane. The material of the p...

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Abstract

The present invention discloses a GPU-based real time dynamic water surface analogy method. In the method, a FX effect document is compiled firstly; time-based periodic perturbation is added to each summit normal in the FX effect document, refraction and reflection vectors are calculated, and refraction veins and reflection veins are sampled to obtain a refraction color and a reflection color; subsequently, the refraction color and the reflection color are mixed by a simplified Fresnel mixed formulation; then a 3DS Max is used for establishing a pool model, the FX effect document is applied to the model as material, and each summit is endowed with normal by normal mapping. In the procedure, a scene is rendered into a frame cache and is used as refraction veins to be transferred to a GPU Shader; then a camera is changed to the position symmetrical with the waer surface; reflection veins are obtained by rendering again and are transferred to the GPU, thereby forming a dynamic water surface effect. The present invention uses the GPU technology to realize a dynamic water surface analogy arithmetic which can completely meet the real time requirement.

Description

technical field [0001] The invention relates to virtual reality technology and GPU technology, in particular to a GPU-based real-time dynamic water surface simulation method. Background technique [0002] GPU is an image display hardware that can support polygon conversion and light source processing from the hardware. The main operations currently performed on the GPU include lighting calculations, depth detection, rasterization, and anti-aliasing. Since the GPU adopts the processor design mode of single instruction and multiple data, and it does not need to perform memory management, respond to the input and output of the system, etc., its performance in graphics processing is far greater than that of the CPU. [0003] In the pipeline of the GPU, there are two programmable routines, one is the vertex shader and the other is the fragment shader. In the vertex shader routine, the GPU loads the position, color, texture coordinates and other attributes of each vertex, after ...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T15/00G06T17/00G06T1/20G06T13/60
Inventor 潘志庚潘卫敏张明敏刘剑锋
Owner ZHEJIANG UNIV
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