Study on Real-Time Fluid Simulation for Computer Games
碩士 === 龍華科技大學 === 電子工程研究所 === 99 === This paper use of advanced simulation of fluid kinematics, according to the real physical attributes and equations of motion, In the graphics processor to real-time physics calculations to produce interactive video games in of fluid kinematics effects. And the re...
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ndltd-TW-099LHU054280042015-10-13T20:46:53Z http://ndltd.ncl.edu.tw/handle/16959824017295858085 Study on Real-Time Fluid Simulation for Computer Games 電玩遊戲用即時流體計算方法之研究 Yi-Cong LU 呂以聰 碩士 龍華科技大學 電子工程研究所 99 This paper use of advanced simulation of fluid kinematics, according to the real physical attributes and equations of motion, In the graphics processor to real-time physics calculations to produce interactive video games in of fluid kinematics effects. And the results will be synchronized through the graphics processor to display on the computer screen. in this way used the particles system architecture drawing, only 5,000 the number of fluid particles capable of real-time operations. Excluding the part of the drawing, real-time operation can be raised to 60,000 the number of fluid particles. The ability to operate on a limited number of particles, and the problem of the physical attributes setting, so this paper could not be produced exquisite images of fluid effects. the drawing methods is used fluid effects developed by high level shading language should be get smoother motion simulation of fluid effects. Yen-Jen Chen 陳彥均 2011 學位論文 ; thesis 57 zh-TW |
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碩士 === 龍華科技大學 === 電子工程研究所 === 99 === This paper use of advanced simulation of fluid kinematics, according to the real physical attributes and equations of motion, In the graphics processor to real-time physics calculations to produce interactive video games in of fluid kinematics effects. And the results will be synchronized through the graphics processor to display on the computer screen. in this way used the particles system architecture drawing, only 5,000 the number of fluid particles capable of real-time operations. Excluding the part of the drawing, real-time operation can be raised to 60,000 the number of fluid particles. The ability to operate on a limited number of particles, and the problem of the physical attributes setting, so this paper could not be produced exquisite images of fluid effects. the drawing methods is used fluid effects developed by high level shading language should be get smoother motion simulation of fluid effects.
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author2 |
Yen-Jen Chen |
author_facet |
Yen-Jen Chen Yi-Cong LU 呂以聰 |
author |
Yi-Cong LU 呂以聰 |
spellingShingle |
Yi-Cong LU 呂以聰 Study on Real-Time Fluid Simulation for Computer Games |
author_sort |
Yi-Cong LU |
title |
Study on Real-Time Fluid Simulation for Computer Games |
title_short |
Study on Real-Time Fluid Simulation for Computer Games |
title_full |
Study on Real-Time Fluid Simulation for Computer Games |
title_fullStr |
Study on Real-Time Fluid Simulation for Computer Games |
title_full_unstemmed |
Study on Real-Time Fluid Simulation for Computer Games |
title_sort |
study on real-time fluid simulation for computer games |
publishDate |
2011 |
url |
http://ndltd.ncl.edu.tw/handle/16959824017295858085 |
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AT yiconglu studyonrealtimefluidsimulationforcomputergames AT lǚyǐcōng studyonrealtimefluidsimulationforcomputergames AT yiconglu diànwányóuxìyòngjíshíliútǐjìsuànfāngfǎzhīyánjiū AT lǚyǐcōng diànwányóuxìyòngjíshíliútǐjìsuànfāngfǎzhīyánjiū |
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