题名 | CG流体特效实现的方法、关键技术及工程应用 |
作者 | 郎孚博 |
学位类别 | 工程硕士 |
答辩日期 | 2015-05-25 |
授予单位 | 中国科学院大学 |
授予地点 | 中国科学院自动化研究所 |
导师 | 徐波 |
关键词 | CG流体特效 FLIP算法 稀疏矩阵噪声 VDB结构 Mantra渲染器 fluid VFX FLIP algorithm Sparse Convolution Noise VDB structure Mantra renderer |
其他题名 | Implement Method, Key Techniques and Project Application of The CG Fluid Effects |
学位专业 | 计算机技术 |
中文摘要 | 伴随着计算机图形技术的飞速发展,CG特效技术在影视、游戏、虚拟现实等领域正逐渐扮演着不可或缺的重要角色,而流体特效一直是三维特效研究领域中的热点和难点。在CG流体特效领域,存在着两个趋势及两个问题,即在影视领域,流体特效因制作耗时且成本很高,如何平衡制作周期、成本和质量是非常重要的、值得研究的问题;而在游戏及虚拟现实领域,实时渲染技术的引入使得游戏和电影正逐步融合,如何将原有影视中流体特效逐步引入游戏引擎中,从而提升游戏或虚拟现实的娱乐性和交互沉浸感,是非常值得研究的问题。 本文针对上述两个趋势及两个问题,结合“海之梦”项目和实时互动式数字演绎项目,形成了一套能够达到影视级别,同时适用于实时性游戏要求的流体特效制作方法。 该方法由三个核心部分组成,即“基于FLIP方法的流体模拟”、“基于VDB结构的流体数据表示”和“基于Mantra渲染器的渲染成像”。在流体的动态模拟解算部分,提出了一种基于稀疏卷积噪声的粒子发射器方法,取得了较好的动态仿真质量;在流体仿真数据的静态表示部分,提出了一种通过计算旋度提取泡沫粒子的方法,有效的提升了海水的细节;在流体表面几何体的形态渲染部分,提出了添加菲尼尔反射分量和体渲染的方法,实现了逼真的流体渲染,并提高了渲染效率。 将所得方法付诸于实践应用。在影视领域,将其应用于“海之梦”项目的工程实践中,制作了三个大型流体特效场景:“巨浪吞船”、“浪花拍岸”和“邮轮航行”,有效地验证了其普适性;在游戏和虚拟现实领域,探索流体特效向游戏引擎中的导入,将影视流体特效的制作方法与游戏制作技术相结合,实现了一种实时互动式数字演绎舞台环境下的逼真流体特效制作方法。从而成功的验证了所提出制作方法的可行性。 |
英文摘要 | With the development of Computer Graphics, CG for short, VFX(Visual Special Effects) is playing an increasingly important role in the fields of movie & TV, game and virtual reality, while fluid effect has always been a key and difficult one in the research of 3D effects. There are two trends and two issues in VFX fluid research field. In movie & TV field, the production of fluid effects is time-consuming and high-cost, which makes the tradeoff between production period, cost and quality a valuable research issue. In game and virtual reality field, a trend of the blend between game and movie emerges, which makes the introduction of original fluid effects techniques to game engine for entertainment and immersion enhancement a issue worth studying. To solve the two issues above, this thesis conducts a study on the basis of the large-scale fluid effects shots in The Ocean Dreams project and The Real-time Interactive Virtual Actor Show project, and formulates a set of fluid effects production methods which could meet the needs of the movie standard and real-timing game. The production methods are composed of three core parts: the simulation methods based on FLIP, the fluid data representation based on VDB structure and the fluid render based on Mantra render engine. In the first section, a new method for particle emitter that is based on Sparse Convolution Noise is presented, which can generate a more vivid dynamic effect. In the second section, a new method for that extracts the foam particles by computing fluid surface curl is presented, which can promote the ocean detail. In the third section, a new method for adding Fresnel Reflections and Volume Rendering is presented, which can improve time-efficiency. We apply the above mentioned new methods in some projects. In the field of movie & TV, apply the production methods to The Ocean Dreams project, and produce three large-scale fluid effects scenes: "a whaling boat in the surge", "the beach tide" and "the sailing cruise". As a result, the adaptation of the production methods is verified. In the field of game & virtual reality, we try to introduce these methods into game engine, and then we combine the production methods with game production techniques to improve the VFX in a virtual actor show. So our proposed methods can be validated. |
语种 | 中文 |
其他标识符 | 2012E8014661091 |
内容类型 | 学位论文 |
源URL | [http://ir.ia.ac.cn/handle/173211/7752] |
专题 | 毕业生_硕士学位论文 |
推荐引用方式 GB/T 7714 | 郎孚博. CG流体特效实现的方法、关键技术及工程应用[D]. 中国科学院自动化研究所. 中国科学院大学. 2015. |
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