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基于opengl粒子系統(tǒng)的噴泉模擬(已修改)

2025-07-04 01:35 本頁(yè)面
 

【正文】 HUNAN UNIVERSITY畢業(yè)設(shè)計(jì)(論文)設(shè)計(jì)(論文)題目: 基于 OpenGL 粒子系統(tǒng)的噴泉模擬 學(xué) 生 姓 名 馮亮 學(xué) 生 學(xué) 號(hào) 20221610504 專 業(yè) 班 級(jí) 軟件測(cè)試一 班 學(xué) 院 名 稱 軟 件 學(xué) 院 指 導(dǎo) 老 師 申 煜 湘 系 主 任 ( 院 長(zhǎng) ) 林 亞 平 2022 年 5 月 19 日湖 南 大 學(xué) 畢 業(yè) 設(shè) 計(jì) (論 文 ) 第 I 頁(yè)湖南大學(xué)軟件學(xué)院基于 OpenGL 粒子系統(tǒng)的噴泉模擬摘 要隨著計(jì)算機(jī)仿真技術(shù)的不斷提高,人們對(duì)真實(shí)事物的模擬要求越來(lái)越高,模擬技術(shù)的重要性越來(lái)越突出,尤其在 3D 游戲、軍事演習(xí)和仿真實(shí)驗(yàn)等方面。而尋求能準(zhǔn)確地描述客觀世界中各種現(xiàn)象與景觀的數(shù)學(xué)模型,并逼真地再現(xiàn)這些現(xiàn)象與景觀,是計(jì)算機(jī)圖形學(xué)的一個(gè)重要研究課題。本文從計(jì)算機(jī)圖形學(xué)中粒子系統(tǒng)模擬自然景物的方面出發(fā),介紹了采用粒子系統(tǒng)模擬真實(shí)事物的方法。實(shí)際上,很多自然景物難以用幾何模型描述,如煙霧、植物、水波、火焰等,粒子系統(tǒng)的景物模擬則超越了幾何模型的限制,能夠用簡(jiǎn)單的模型描述復(fù)雜的自然景物。本課題設(shè)計(jì)了基于 OpenGL 粒子系統(tǒng)的噴泉模型,詳細(xì)討論了模型中粒子的屬性及其變化,實(shí)現(xiàn)了具有較強(qiáng)真實(shí)感的動(dòng)態(tài)變化和拋物變化等噴泉特征,采用了紋理映射和視線跟蹤技術(shù)進(jìn)行三維噴泉渲染;同時(shí),采用 Line 方式取代傳統(tǒng)的 Point 方式渲染粒子實(shí)現(xiàn)噴泉模擬。該方式模擬噴泉比較真實(shí),速度快,在普通的微機(jī)上可以得到令人滿意的效果。關(guān)鍵詞:粒子系統(tǒng),噴泉模擬,特效湖 南 大 學(xué) 畢 業(yè) 設(shè) 計(jì) (論 文 ) 第 II 頁(yè)湖南大學(xué)軟件學(xué)院The Fountain Simulation Based on OpenGL Particle SystemAuthor: Feng LiangTutor: Sheng YuxiangAbstractWith the puter simulation technology continues to improve, people is demanding increasingly on the simulation of real things, the importanctof Simulation is prominenting increasingly, especially in 3D games, military drills and simulations, and so on. And seeking an the accurate mathematical model description of a variety of landscape of in the objective world,and realistic reproduce these phenomena and landscape, is an important research topic of the graphics. The topic from analoging the nature of the area with the Particles system of the graphic introductions the simulation of the real things. Many nature difficult to describe the geometric models, such as smoke, plants, water waves, flame, and so on, the features of particle system simulation model goes beyond the geometric constraints, can describes plex nature by a simple model.This topic designed the fountain model based on the OpenGL particle system, discussed detailly the properties of particles in the model and its changes, achieved a more realistic with the dynamic changes and changes in parabolic fountain features, used texture mapping and tracking technology for 3D vision Fountain rendering. the same time, Line way used to replace the traditional Point way exaggerated particles to achieve fountain simulation. The simulation way is a real fountain parison, speedly, in general PC can get satisfactory results.Key Words:Particle systems, fountain simulation, effects湖 南 大 學(xué) 畢 業(yè) 設(shè) 計(jì) (論 文 ) 第 III 頁(yè)湖南大學(xué)軟件學(xué)院目 錄1. 緒論 ........................................................................................................................................1 自然景物模擬概述 ......................................................................................................1 粒子系統(tǒng)的背景及其介紹 ..........................................................................................1 國(guó)內(nèi)外研究現(xiàn)狀 ..........................................................................................................2 噴泉模擬的要求及意義 ..............................................................................................32. 相關(guān)學(xué)術(shù)知識(shí) ........................................................................................................................5 物理學(xué)知識(shí) ..................................................................................................................5 數(shù)學(xué)知識(shí) ......................................................................................................................5 OPENGL .........................................................................................................................6 MFC...............................................................................................................................73. 粒子系統(tǒng)的設(shè)計(jì) ..................................................................................................................10 PARTICLE SYSTEM API.................................................................................................10 常見的粒子運(yùn)動(dòng)模型 ................................................................................................11 噴泉模擬的算法 ........................................................................................................12 噴泉粒子初始化 ..............................................................................................12 噴泉粒子的運(yùn)動(dòng)軌跡 ......................................................................................13 粒子的消亡 ......................................................................................................13 噴泉繪制 ..........................................................................................................14 紋理映射技術(shù) ............................................................................................................144. 系統(tǒng)實(shí)現(xiàn) ..............................................................................................................................16 開發(fā)環(huán)境 ....................................................................................................................16 粒子生成 ....................................................................................................................16 粒子活動(dòng) .............................................................
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