Summary: | 碩士 === 國立暨南國際大學 === 資訊工程學系 === 101 === Today, large 3D scenes such as forests, canyons and cities are used in many games and movies. These scenes also contain a lot of complex objects, and therefore need to use modeling software to produce. In the case of plant simulation, most modeling software is able to simulate external factors such as wind and other phenomena. However, the model itself remains static. Therefore, in this paper, we aim to design a simulation system which can generate 3D plant scene with great change over time.
To simulate the distribution and diffusion phenomena in a large area grassland ecosystem, we first segment our land into small squares and generate the distribution of weeds of a square by ways of Poisson-Disk Sampling. And then splice these squares with different density together to form an entire environment. The diffusion of weeds is calculated by lattice Boltzmann method and with some extra effects to simulate more realistic results. In addition, as the basis for simulating real environment, we retrieve some important data from Geographic Information System (GIS) to reflect more realistic characteristics of natural scene.
|