论文中文题名: | 织物动感模拟的算法研究与实现 |
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学号: | 01081 |
保密级别: | 公开 |
学科代码: | 081203 |
学科名称: | 计算机应用技术 |
学生类型: | 硕士 |
学位年度: | 2004 |
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研究方向: | 计算机图形图像处理技术 |
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论文外文题名: | Research and Realization in Dynamic Cloth Simulation |
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论文中文摘要: |
随着虚拟现实和计算机动画技术的发展以及服装CAD等领域的迫切需要,织物的动感模拟成为一个愈来愈重要的研究方向。
织物建模是织物动感模拟的基础。本文通过对织物的性能和各种物理模型的分析,采用质点-弹簧模型,并对其进行了动力学分析,得出了微分方程。本文采用了四阶龙格-库塔法对微分方程进行求解,获得了织物在三维空间中的运动形态。质点-弹簧模型在应用中存在过度拉伸的问题,本文指出了传统方法处理这个问题的缺陷,构造了用于调整织物模型过度拉伸的非线性函数,有效地解决了这一问题。
动态显示对织物的模拟效果有重要影响。本文提出了一种动态处理风的函数和算法,大大提高了运算效率、增强了显示效果。
碰撞检测和碰撞响应是织物动感模拟中的关键问题。本文利用层次包围盒的思想对织物碰撞检测算法进行了研究,解决了碰撞检测和自碰撞检测的实时处理问题。在碰撞检测算法的基础上提出了一种思路,将织物自碰撞检测问题通过递归归结为碰撞检测问题来讨论。同时,讨论了基本几何元之间的碰撞检测问题,将其归结为点—三角形法。检测到有碰撞发生后,利用力学原理,对质点进行碰撞响应处理。
纹理映射是实现真实感织物的重要环节。本文研究了2D到3D的纹理映射方法,并将二维的纹理图像映射到织物模型上,使其具有织物的纹理特征。
本项目以VC++6.0和OpenGL为开发工具,在开发中自始至终贯彻了面向对象的编程思想,以建模、数值求解、碰撞检测和碰撞响应、纹理映射为次序实现了织物的动感模拟。结果显示,以上方法实现了织物动感模拟的逼真性并达到了实时的效果,为下一步开发打下了基础。
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论文外文摘要: |
With the development of virtual reality and computer animation, as well as the demands in the fields of garment CAD,et al, the dynamic cloth simulation becomes a more and more important research domain.
Cloth modeling is the base of cloth simulation. Based on the analysis of cloth physics performance and previous cloth models, mass-spring model is adopted and then the kinetics analysis is made on the model, the differential equation for each mass is deduced. To solve the differential equation, fourth-order Runge-Kutta method is a good candidate for obtaining the dynamic cloth shape in 3D space. However, the mass-spring model has the “super elastic” effect in simulation. In this paper, compared to the previous methods of dealing with this problem, a feasible method is proposed by constructing a non-linear function to adjust “super elastic” effect of cloth model, so the problem is settled effectively.
The dynamic display has great influences on cloth simulation. In this paper, a function and algorithm for wind is also proposed, improving the computing efficiency and display effect.
Collision detection and collision response are key problems in dynamic cloth simulation. This paper introduced the collision detection algorithm on the basis of bounding boxes hierarchy. With this approach, the collision and self-collision detection achieve real-time performance. Based on collision detection algorithm, the paper proposed a method transforming the self-collision problem into collision problem by recursion. The collision detection algorithm between basic geometrical units (triangle), which come down to point-triangle collision, is also an important step in collision detection. If collision occurred, the next step is collision response process according to mechanics principle.
Texture mapping is also an important part in cloth simulation. This paper researches the methods of texture mapping from 2D to 3D, and maps a texture picture to cloth model, so the cloth has real appearance.
Our subject is developed with VC++6.0 and OpenGL, and object-oriented programming thought is adopted. It has realized the dynamic cloth simulation according to the sequence of modeling, numerical integrating, collision detection, collision response and texture mapping. The results show that the methods above arrive at the vivid and real-time effect, and lay the foundation for further development.
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中图分类号: | TP391.9 |
开放日期: | 2004-05-28 |