CN108492371A - A kind of three-dimensional building model dynamic and visual method towards fire - Google Patents

A kind of three-dimensional building model dynamic and visual method towards fire Download PDF

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CN108492371A
CN108492371A CN201810268979.9A CN201810268979A CN108492371A CN 108492371 A CN108492371 A CN 108492371A CN 201810268979 A CN201810268979 A CN 201810268979A CN 108492371 A CN108492371 A CN 108492371A
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曹力
吕长建
火净泽
杜劭勋
王益
郑利平
刘晓平
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Hefei University of Technology
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Abstract

本发明公开了一种面向火灾的三维建筑模型动态可视化方法,为模拟三维建筑模型纹理变化,采用基于分形噪声生成二维噪声纹理贴图后与三维建筑模型原纹理进行混合的方法;基于PhotoShop完成法线纹理的自动化生成并附加到三维建筑模型模拟裂缝;并可以对三维建筑模型进行破碎模拟。本发明可以较为全面的表现建筑结构在火灾中可能发生的多种变化,弥补现有方法效果单一、实时性难以满足的缺陷,从而为虚拟现实、视景仿真等领域提供一种提高真实感体验的方法和技术手段,同时使人们更直观的感受火灾危害,提高对火灾的防范意识。

The invention discloses a dynamic visualization method of a fire-oriented three-dimensional building model. In order to simulate the texture change of the three-dimensional building model, a method of generating a two-dimensional noise texture map based on fractal noise and mixing it with the original texture of the three-dimensional building model is used; the completion method is based on PhotoShop Automatically generate line textures and attach them to 3D architectural models to simulate cracks; and can simulate shattering of 3D architectural models. The present invention can more comprehensively represent various changes that may occur in the building structure during a fire, and makes up for the shortcomings of the existing method that the effect is single and the real-time performance is difficult to satisfy, so as to provide an experience that improves the sense of reality for the fields of virtual reality and visual simulation. At the same time, people can feel the fire hazard more intuitively and improve their awareness of fire prevention.

Description

一种面向火灾的三维建筑模型动态可视化方法A fire-oriented dynamic visualization method for 3D building models

技术领域technical field

本发明属于计算机图形学领域,具体的说是一种面向火灾的三维建筑模型动态可视化方法。The invention belongs to the field of computer graphics, in particular to a dynamic visualization method for a fire-oriented three-dimensional building model.

背景技术Background technique

虚拟现实在最近几年迎来了又一次的快速发展,其融合计算机、多媒体、人机交互、计算机图形学等相关学科的特点大大拉近了虚拟与现实的距离。在利用计算机创建的三维虚拟世界中,人们不仅可以看、听,更可以伸出双手在自己所处的世界中进行自由互动,当然,人们对使用计算机构建更加真实、交互性更好的虚拟世界也提出了更高的要求,以往简单的现实场景再现变得越来越难以满足需求。很多在现实世界中看似简单的物理行为在计算机中进行仿真模拟的过程却困难重重,成为制约真实感体验的一个瓶颈。这其中,对于火灾场景的模拟仿真一直是科研工作者和工程人员都密切关注的一个研究方向,如何真实再现火灾中建筑结构等的变化既是提高人们在虚拟环境中真实感体验的关键也可以使人们对火灾的危害有更直观、清晰的认识。Virtual reality has ushered in another rapid development in recent years. Its characteristics of integrating computer, multimedia, human-computer interaction, computer graphics and other related disciplines have greatly shortened the distance between virtual reality and reality. In the three-dimensional virtual world created by computers, people can not only see and hear, but also can freely interact with their own world with their hands. Of course, people are interested in using computers to build a more realistic and interactive virtual world Higher requirements have also been put forward, and the simple reproduction of realistic scenes in the past has become more and more difficult to meet the needs. The process of simulating many seemingly simple physical behaviors in the real world is very difficult, which has become a bottleneck restricting the realistic experience. Among them, the simulation of fire scenes has always been a research direction that researchers and engineers pay close attention to. How to truly reproduce the changes of building structures in fire is the key to improving people's realistic experience in the virtual environment. People have a more intuitive and clear understanding of the hazards of fire.

现有火灾场景的模拟仿真方法中,以有限元方法为主,通过在有限元软件中设置相关参数进行实验,模拟火势发展和火灾带来的破坏情况。但此类方法的结果皆以二维形式呈现,往往不够直观,且此类方法包含大量的数值计算,效率较低,更加不适用于对实时性有较高要求的虚拟现实等领域。Among the existing fire scene simulation methods, the finite element method is the main method, and experiments are carried out by setting relevant parameters in the finite element software to simulate the development of the fire and the damage caused by the fire. However, the results of such methods are presented in two-dimensional form, which is often not intuitive enough. Moreover, such methods involve a large number of numerical calculations, which are inefficient, and are not suitable for fields such as virtual reality that have high requirements for real-time performance.

在这其中,对物体破坏现象的模拟仿真也由来已久,模拟方法主要分为两类,一是基于物理的方法,二是基于几何的方法。基于物理的方法需要以材料力学、断裂力学等学科领域知识为背景,结合材料自身特性对其受力时行为进行分析模拟,由于需要严格遵循物理规律,即由外力作用引起物体破坏,最终导致物体内部各部分之间发生结构受损,进而外化到表面,产生裂纹或直接导致物体发生破碎,产生碎片。对该过程的模拟,往往需要建立复杂的数学模型,结合计算机图形学的方法,渲染显示。但该过程中包含了大量复杂的受力分析,对建立的数学模型进行求解时,又要面对复杂的微积分方程求解,这都对仿真模拟的实时性提出了很高的要求,即使是在计算能力得到极大提升的今天,这种方法依然难以用在实时性场景中,而是更多的出现在军事仿真、工程领域等方面;现有基于几何的方法虽能满足实时性需要,但仍存在仿真效果单一的问题,既不能综合考虑物体在不同破坏阶段的外在表现又不能多样化模拟物体破坏时效果。Among them, the simulation of object damage has a long history. The simulation methods are mainly divided into two categories, one is based on physics, and the other is based on geometry. The physics-based method needs to use the knowledge of material mechanics, fracture mechanics and other disciplines as the background, and combine the characteristics of the material itself to analyze and simulate its behavior when it is under force. Due to the need to strictly follow the laws of physics, that is, the damage of the object caused by the external force will eventually lead to the failure of the object. Structural damage occurs between internal parts, and then externalized to the surface, resulting in cracks or directly causing the object to break, resulting in fragments. The simulation of this process often requires the establishment of complex mathematical models, combined with computer graphics methods, to render and display. However, this process includes a large number of complex force analysis, and when solving the established mathematical model, it has to solve complex calculus equations, which puts forward high requirements on the real-time performance of the simulation. Today, when computing power has been greatly improved, this method is still difficult to use in real-time scenarios, but more in military simulation, engineering fields, etc.; although existing geometry-based methods can meet real-time requirements, However, there is still the problem of single simulation effect, which can neither comprehensively consider the external performance of the object in different stages of destruction, nor can it simulate the effects of object destruction in a variety of ways.

发明内容Contents of the invention

本发明为解决现有技术中存在的不足之处,提供一种面向火灾的三维建筑模型动态可视化方法,以期能较为全面的表现建筑结构在火灾中可能发生的各种变化,弥补现有方法效果单一、实时性难以满足的缺陷,从而为虚拟现实、视景仿真等领域提供一种提高真实感体验的方法和技术手段,同时使人们更直观的感受火灾危害,提高对火灾的防范意识。In order to solve the deficiencies in the prior art, the present invention provides a fire-oriented dynamic visualization method of a three-dimensional building model, in order to comprehensively express the various changes that may occur in the building structure during a fire, and to make up for the effects of the existing methods Single, real-time is difficult to meet the defects, so as to provide a method and technical means to improve the realistic experience for the fields of virtual reality, visual simulation, etc., and at the same time make people feel the fire hazard more intuitively, and improve the awareness of fire prevention.

为了达到上述目的,本发明所采用的技术方案为:In order to achieve the above object, the technical scheme adopted in the present invention is:

本发明一种面向火灾的三维建筑模型动态可视化方法的特点是按如下步骤进行:A kind of fire-oriented three-dimensional architectural model dynamic visualization method of the present invention is characterized in following steps:

步骤1、采用分形噪声算法生成二维噪声纹理贴图T1,并利用式(1)对所述二维噪声纹理贴图T1与三维建筑模型的表面纹理贴图T2做纹理混合,得到变化后的三维建筑模型的表面纹理贴图T:Step 1. Use the fractal noise algorithm to generate a two-dimensional noise texture map T 1 , and use formula (1) to perform texture mixing on the two-dimensional noise texture map T 1 and the surface texture map T 2 of the three-dimensional building model to obtain the changed Surface texture map T of the 3D building model:

T=T1×x+(1-x)×T2 (1)T=T 1 ×x+(1-x)×T 2 (1)

式(1)中,x为混合系数;In formula (1), x is the mixing coefficient;

步骤2、基于PhotoShop完成三维建筑模型的裂缝模拟:Step 2. Complete the crack simulation of the 3D building model based on PhotoShop:

步骤2.1、在脚本语言中新建一个尺寸为W×H的空白矩形画布,并以所述空白矩形画布的任意一个顶点为原点O,与所述原点O相邻的两条边分别作为X轴和Y轴,从而建立坐标系XOY;Step 2.1. Create a new blank rectangular canvas with a size of W×H in the script language, and take any vertex of the blank rectangular canvas as the origin O, and the two sides adjacent to the origin O as the X axis and Y axis, so as to establish the coordinate system XOY;

步骤2.2、在所述坐标系XOY中,设置任意一个起始坐标点start(x1,y1)和终点坐标点end(x2,y2);Step 2.2. In the coordinate system XOY, set any starting coordinate point start(x 1 , y 1 ) and end point coordinate point end(x 2 , y 2 );

步骤2.3、在由所述起点始坐标点start(x1,y1)和终点坐标点end(x2,y2)两点所确定的直线两侧随机生成n个二维坐标,并对所述n个二维坐标按其X坐标进行升序排序,得到排序后的n个二维坐标并保存在数组LineArray[n]中;Step 2.3. Randomly generate n two-dimensional coordinates on both sides of the straight line determined by the starting point coordinate point start(x 1 , y 1 ) and the end point coordinate point end(x 2 , y 2 ), and calculate the The n two-dimensional coordinates are sorted in ascending order according to their X coordinates, and the sorted n two-dimensional coordinates are obtained and stored in the array LineArray[n];

步骤2.4:将所述数组LineArray[n]中的每个二维坐标均初始化为PathPointInfo类类型;Step 2.4: Initialize each two-dimensional coordinate in the array LineArray[n] as a PathPointInfo class type;

步骤2.5:将所述数组LineArray[n]初始化为SubPathInfo类类型,并作为函数pathItems.add()的参数传入,从而使得所述数组LineArray[n]中相邻的二维坐标点能表示为一段首尾相连的线段,进而得到以起点始坐标点start(x1,y1)为起点,以终点坐标点end(x2,y2)为终点,并以排序后的n个二维坐标为中间节点的折线段;Step 2.5: initialize the array LineArray[n] to the SubPathInfo class type, and pass it in as a parameter of the function pathItems.add(), so that the adjacent two-dimensional coordinate points in the array LineArray[n] can be expressed as A line segment connected end to end, and then get the start coordinate point start(x 1 ,y 1 ) as the starting point, the end point coordinate point end(x 2 ,y 2 ) as the end point, and the sorted n two-dimensional coordinates as The polyline segment of the middle node;

步骤2.6:调用函数strokePath()绘制出所述折线段后使用函数charIDToTypeID(id)调用NormalMapFilter插件,从而得到所述折线段所对应的法线纹理,其中,id为插件索引编号;Step 2.6: Call the function strokePath() to draw the polyline segment and use the function charIDToTypeID(id) to call the NormalMapFilter plug-in to obtain the normal texture corresponding to the polyline segment, where id is the plug-in index number;

步骤2.7、将所述折线段所对应的法线纹理附加到所述三维建筑模型上,从而模拟出所述三维建筑模型的裂缝;Step 2.7, attaching the normal texture corresponding to the polyline segment to the 3D architectural model, thereby simulating cracks in the 3D architectural model;

步骤3、三维建筑模型的破碎模拟:Step 3. Fragmentation simulation of the 3D building model:

步骤3.1、将所述三维建筑模型映射到二维平面上,从而得到矩形区域L;以所述矩形区域的任意一个顶点为原点o,与所述原点o相邻的两条边分别作为x轴和y轴,从而建立坐标系xoy;Step 3.1, mapping the three-dimensional architectural model onto a two-dimensional plane to obtain a rectangular area L; taking any vertex of the rectangular area as the origin o, and the two sides adjacent to the origin o as the x-axis respectively and the y axis, thus establishing the coordinate system xoy;

步骤3.2、利用式(2)所示的函数f或式(3)所示的函数f或式(4)所示的函数f生成m个种子点坐标:Step 3.2, utilize the function f shown in formula (2) or the function f shown in formula (3) or the function f shown in formula (4) to generate m seed point coordinates:

f=R(b,t,m) (2)f=R(b,t,m) (2)

式(2)中,R(·)为随机数函数,b和t为所述坐标系xoy中任意两个坐标点,并由所述坐标点b和t确定一个矩形框,所述矩形框即为m个种子点坐标的生成范围;In formula (2), R( ) is a random number function, b and t are any two coordinate points in the coordinate system xoy, and a rectangular frame is determined by the coordinate points b and t, and the rectangular frame is is the generation range of m seed point coordinates;

式(3)中,L表示所述矩形区域,s为所述m个种子点坐标中任意两个相邻的种子点坐标的间隔值,λ为一个扰动项,取值范围为(0,s);In formula (3), L represents the rectangular area, s is the interval value of any two adjacent seed point coordinates in the m seed point coordinates, λ is a disturbance term, and the value range is (0, s );

f=d(pi,G)-r (4)f=d(p i ,G)-r (4)

式(4)中,G为所述矩形区域L内任意一点坐标,pi为第i个种子点坐标,d(pi,G)为两点间的欧式距离函数,r为常数,i=1,2,3...m;In formula (4), G is the coordinate of any point in the rectangular area L, p i is the coordinate of the i-th seed point, d(p i , G) is the Euclidean distance function between two points, r is a constant, i= 1,2,3...m;

步骤3.3、将所生成的m个种子点坐标作为扫描线算法的输入参数,利用所述扫描线算法将所述矩形区域划分为m个部分并记录每个部分的边界信息;Step 3.3, using the generated m seed point coordinates as input parameters of the scan line algorithm, using the scan line algorithm to divide the rectangular area into m parts and recording the boundary information of each part;

步骤3.4、根据所述每个部分的边界信息对所述三维建筑模型进行三角网格化处理,生成m个碎块;Step 3.4, performing triangular meshing processing on the 3D architectural model according to the boundary information of each part, to generate m fragments;

步骤3.5、利用式(5)得到第i个碎块所受外力FiStep 3.5, using formula (5) to obtain the external force F i of the i-th fragment:

式(5)中,F为自定义的初始外力值大小,D(pi,G)为两点间的欧式距离平方函数;In formula (5), F is the self-defined initial external force value, and D(p i , G) is the square function of the Euclidean distance between two points;

步骤3.6、对第i个碎块施加所述第i个碎块所受外力Fi,使第i个碎块在第i个碎块所受外力Fi下运动,从而模拟三维建筑模型中第i个碎块的破碎运动;Step 3.6, apply the external force F i of the i-th fragment to the i-th fragment, so that the i-th fragment moves under the external force F i of the i-th fragment, thereby simulating the first The breaking motion of i pieces;

由所述变化后的三维建筑模型的表面纹理贴图T、所述折线段所对应的法线纹理和所述三维建筑模型的破碎模拟构成所述三维建筑模型的动态可视化过程。The dynamic visualization process of the three-dimensional building model is composed of the changed surface texture map T of the three-dimensional building model, the normal texture corresponding to the polyline segment, and the broken simulation of the three-dimensional building model.

本发明所述的面向火灾的三维建筑模型动态可视化方法的特点也在于所述步骤3.5和步骤3.6还可以按如下方式进行破碎运动模拟:The fire-oriented three-dimensional architectural model dynamic visualization method of the present invention is also characterized in that the step 3.5 and step 3.6 can also carry out the crushing motion simulation in the following manner:

将所述三维建筑模型划分为上部分模型和下部分模型,根据所有碎块在所述三维建筑模型中的位置,将属于下部分模型的碎块随机添加一个相同的外力,使得属于下部分模型的碎块发生位移,而令属于上部分模型的碎块在重力作用下自然下落,从而形成所述三维建筑模型的坍塌现象。Dividing the three-dimensional architectural model into an upper part model and a lower part model, according to the positions of all the fragments in the three-dimensional architectural model, randomly adding the same external force to the fragments belonging to the lower part model, so that the fragments belonging to the lower part model The fragments of the model are displaced, and the fragments belonging to the upper part of the model are naturally dropped under the action of gravity, thereby forming the collapse phenomenon of the three-dimensional architectural model.

与已有技术相比,本发明的有益效果为:Compared with prior art, the beneficial effect of the present invention is:

1、本发明在模拟三维建筑模型表面纹理变化时,采用纹理混合的方法,同时在纹理混合中设置混合系数,通过调整该系数,可以模拟三维建筑模型表面纹理变化的不同程度;1. The present invention adopts the method of texture mixing when simulating the surface texture change of a three-dimensional building model, and sets a mixing coefficient in the texture mixing at the same time. By adjusting the coefficient, different degrees of surface texture changes of the three-dimensional building model can be simulated;

2、本发明在进行三维建筑模型的裂纹模拟时,采用为模型附加法线纹理的方式,同时基于PhotoShop提出一种法线纹理的自动化生成方法,利用该方法可以快速生成符合用户预期效果的法线纹理,相比现有法线纹理的制作方法,该方法效率更高,完全自动化,不需用户过多干预即可完成;2. When simulating the cracks of the three-dimensional building model, the present invention adopts the method of adding normal texture to the model, and at the same time proposes an automatic generation method of normal texture based on PhotoShop, which can quickly generate the normal texture that meets the user's expected effect. Line texture, compared with the existing normal texture production method, this method is more efficient, fully automatic, and can be completed without too much user intervention;

3、本发明在模拟三维建筑模型的破碎时,分为模型剖分与破碎后运动两部分进行,使得整体破碎模拟效果更加富有真实感;3. When the present invention simulates the breaking of a three-dimensional building model, it is divided into two parts: model division and movement after breaking, so that the overall breaking simulation effect is more realistic;

4、本发明在对模型进行剖分时,提出了3种不同的剖分方法,且基于几何方法完成,无需大量复杂的物理计算,使得方法既满足了实时性需求,又增加了模型破碎效果的多样性;4. The present invention proposes three different subdivision methods when dissecting the model, and it is completed based on the geometric method without a lot of complex physical calculations, so that the method not only meets the real-time requirements, but also increases the model fragmentation effect diversity;

5、本发明在模拟模型破碎后运动时,提出2种不同的运动模拟方式,同样无需进行复杂的物理计算,使得方法的整体效率得以保证的同时增加了破碎模拟效果的多样性。5. The present invention proposes two different motion simulation methods when simulating the movement of the broken model, which also does not require complex physical calculations, which ensures the overall efficiency of the method and increases the diversity of crushing simulation effects.

附图说明Description of drawings

图1为本发明方法流程示意图;Fig. 1 is a schematic flow sheet of the method of the present invention;

图2为本发明中三维建筑模型表面纹理变化模拟图;Fig. 2 is the simulation diagram of surface texture change of three-dimensional architectural model in the present invention;

图3为本发明中三维建筑模型裂缝模拟图;Fig. 3 is the three-dimensional building model crack simulation figure among the present invention;

图4为本发明中三维建筑模型破碎模拟图。Fig. 4 is a broken simulation diagram of a three-dimensional building model in the present invention.

具体实施方式Detailed ways

为了更好地理解本发明的技术方案,以下通过附图和具体实施例作进一步说明。In order to better understand the technical solutions of the present invention, further description will be given below with reference to the drawings and specific embodiments.

建筑结构在火灾中往往呈现出多种变化,依照本方法发明对三维建筑模型在火灾情景下的变化进行模拟,流程示意图如图1所示,对待处理的三维建筑模型,为了模拟其表面纹理变化,首先由分形算法生成二维噪声纹理,然后与三维建筑模型原有纹理做纹理混合即可;在对三维建筑模型进行裂缝模拟时,基于PhotoShop通过脚本语言自动生成法线纹理,将该自动生成的法线纹理附加到三维建筑模型模拟三维建筑模型表面出现的裂缝;对三维建筑模型进行破碎仿真模拟时,首先需要将三维建筑模型映射到二维平面,在二维平面范围内采用某种方式生成种子点后采用扫描线算法对二维平面进行划分,然后记录划分后每个部分的边界信息,并依据该边界信息对三维建筑模型进行三角网格化生成碎块;最后,为了模拟碎块运动,对碎块以某种方式施加外力。The building structure often presents various changes in the fire. According to the method, the invention simulates the changes of the three-dimensional building model under the fire situation. , the 2D noise texture is first generated by the fractal algorithm, and then mixed with the original texture of the 3D building model; when simulating the cracks of the 3D building model, the normal texture is automatically generated through the script language based on PhotoShop, and the automatically generated The normal texture of the 3D building model is attached to the 3D building model to simulate the cracks on the surface of the 3D building model; when the 3D building model is broken and simulated, it is first necessary to map the 3D building model to a 2D plane, and use a certain method within the range of the 2D plane After generating the seed points, the scanning line algorithm is used to divide the two-dimensional plane, and then the boundary information of each part after division is recorded, and the three-dimensional building model is triangulated according to the boundary information to generate fragments; finally, in order to simulate the fragments Motion, exerting an external force in some way on the fragments.

具体的说,一种面向火灾的三维建筑模型动态可视化方法的过程如下:Specifically, the process of a fire-oriented 3D building model dynamic visualization method is as follows:

步骤1、采用分形噪声算法生成二维噪声纹理贴图T1,并利用式(1)对二维噪声纹理贴图T1与三维建筑模型的表面纹理贴图T2做纹理混合,得到变化后的三维建筑模型的表面纹理贴图T:Step 1. Use the fractal noise algorithm to generate a two-dimensional noise texture map T 1 , and use formula (1) to perform texture mixing on the two-dimensional noise texture map T 1 and the surface texture map T 2 of the three-dimensional building model to obtain the changed three-dimensional building The surface texture map T of the model:

T=T1×x+(1-x)×T2 (1)T=T 1 ×x+(1-x)×T 2 (1)

式(1)中,x为混合系数,在该实施例中,取x值为0.3。纹理混合后的结果如图2所示。In the formula (1), x is a mixing coefficient, and in this embodiment, the value of x is 0.3. The result after texture blending is shown in Figure 2.

步骤2、基于PhotoShop完成三维建筑模型的裂缝模拟:Step 2. Complete the crack simulation of the 3D building model based on PhotoShop:

步骤2.1、在脚本语言中新建一个尺寸为W×H的空白矩形画布,并以空白矩形画布的任意一个顶点为原点O,与原点O相邻的两条边分别作为X轴和Y轴,从而建立坐标系XOY;在本实施例中,空白矩形画布尺寸为400×300,并取矩形画布左下角顶点为原点O,以水平方向与该顶点相邻边作为X轴,垂直方向与该顶点相邻边作为Y轴建立了坐标系。Step 2.1. Create a new blank rectangular canvas with a size of W×H in the script language, and take any vertex of the blank rectangular canvas as the origin O, and the two sides adjacent to the origin O as the X axis and the Y axis respectively, so that Establish a coordinate system XOY; in this embodiment, the size of the blank rectangular canvas is 400×300, and the vertex at the lower left corner of the rectangular canvas is taken as the origin O, the side adjacent to the vertex in the horizontal direction is used as the X axis, and the vertical direction is parallel to the vertex. The adjacent side serves as the Y axis to establish the coordinate system.

步骤2.2、在坐标系XOY中,设置任意一个起始坐标点start(x1,y1)和终点坐标点end(x2,y2),为了得到更符合预期的法线纹理,一般设置起始点和终点两个坐标点位于矩形画布的对角线附近;在本实施例中,start(x1,y1)坐标选取为(320,10),end(x2,y2)坐标为(15,270)。Step 2.2. In the coordinate system XOY, set any starting coordinate point start(x 1 ,y 1 ) and end point coordinate point end(x 2 ,y 2 ). In order to obtain a more expected normal texture, generally set the starting point The two coordinate points of the start point and the end point are located near the diagonal of the rectangular canvas; in this embodiment, the coordinates of start(x 1 , y 1 ) are selected as (320,10), and the coordinates of end(x 2 , y 2 ) are selected as ( 15,270).

步骤2.3、在由起点始坐标点start(x1,y1)和终点坐标点end(x2,y2)两点所确定的直线两侧随机生成n个二维坐标,为了使算法执行效率尽可能高效,对n的取值设定不应过大,本实施例中n取50,并对n个二维坐标按其X坐标采用快速排序算法进行升序排序,得到排序后的n个二维坐标并保存在数组LineArray[n]中;Step 2.3. Randomly generate n two-dimensional coordinates on both sides of the straight line determined by the starting coordinate point start(x 1 ,y 1 ) and the end point coordinate point end(x 2 ,y 2 ), in order to improve the algorithm execution efficiency As efficient as possible, the value of n should not be set too large. In this embodiment, n is set to 50, and the n two-dimensional coordinates are sorted in ascending order by using the quick sort algorithm according to their X coordinates, and n two-dimensional coordinates after sorting are obtained. dimensional coordinates and stored in the array LineArray[n];

步骤2.4:将数组LineArray[n]中的每个二维坐标均初始化为PathPointInfo类类型;Step 2.4: Initialize each two-dimensional coordinate in the array LineArray[n] as the PathPointInfo class type;

步骤2.5:将数组LineArray[n]初始化为SubPathInfo类类型,并作为函数pathItems.add()的参数传入,从而使得数组LineArray[n]中相邻的二维坐标点能表示为一段首尾相连的线段,进而得到以起点始坐标点start(x1,y1)为起点,以终点坐标点end(x2,y2)为终点,并以排序后的n个二维坐标为中间节点的折线段;Step 2.5: Initialize the array LineArray[n] as the SubPathInfo class type, and pass it in as a parameter of the function pathItems.add(), so that the adjacent two-dimensional coordinate points in the array LineArray[n] can be expressed as a segment connected end to end line segment, and then get the starting point start(x 1 ,y 1 ) as the starting point, the end point coordinate point end(x 2 ,y 2 ) as the end point, and the sorted n two-dimensional coordinates as the intermediate node fold line segment;

步骤2.6:调用函数strokePath()绘制出折线段后使用函数charIDToTypeID(id)调用NormalMapFilter插件,从而得到折线段所对应的法线纹理,其中,id为插件索引编号,id编号会因不同的软件环境有所差别,需要根据自己的实际情况进行设定;Step 2.6: Call the function strokePath() to draw the polyline segment and use the function charIDToTypeID(id) to call the NormalMapFilter plug-in to obtain the normal texture corresponding to the polyline segment, where id is the index number of the plug-in, and the id number will vary depending on the software environment There are differences, and you need to set it according to your actual situation;

步骤2.7、将折线段所对应的法线纹理附加到三维建筑模型上,从而模拟出三维建筑模型的裂缝。将得到的法线纹理附加到三维建筑模型后得到了如图3所示的结果。Step 2.7, attaching the normal texture corresponding to the polyline segment to the 3D architectural model, thereby simulating the cracks of the 3D architectural model. After attaching the obtained normal texture to the 3D building model, the result shown in Figure 3 is obtained.

步骤3、三维建筑模型的破碎模拟:Step 3. Fragmentation simulation of the 3D building model:

步骤3.1、将三维建筑模型映射到二维平面上,从而得到矩形区域L,;以矩形区域的任意一个顶点为原点o,与原点o相邻的两条边分别作为x轴和y轴,从而建立坐标系xoy;在本实施例中,将三维建筑模型映射到二维平面后得到的矩形区域L大小为800×600,并以矩形区域的左上角顶点为原点o,以水平方向与该顶点相邻边作为x轴,垂直方向与该顶点相邻边作为y轴建立了坐标系。Step 3.1. Map the three-dimensional architectural model onto a two-dimensional plane to obtain a rectangular area L'; take any vertex of the rectangular area as the origin o, and the two sides adjacent to the origin o as the x-axis and the y-axis respectively, so that Establish a coordinate system xoy; in this embodiment, the size of the rectangular area L obtained after mapping the three-dimensional building model to a two-dimensional plane is 800×600, and the upper left corner vertex of the rectangular area is used as the origin o, and the vertex is aligned with the horizontal direction The adjacent side is used as the x-axis, and the vertical direction and the adjacent side of the vertex are used as the y-axis to establish a coordinate system.

步骤3.2、利用式(2)所示的函数f或式(3)所示的函数f或式(4)所示的函数f生成m个种子点坐标:Step 3.2, utilize the function f shown in formula (2) or the function f shown in formula (3) or the function f shown in formula (4) to generate m seed point coordinates:

f=R(b,t,m) (2)f=R(b,t,m) (2)

式(2)中,R(·)为随机数函数,b和t为坐标系xoy中任意两个坐标点,并由坐标点b和t确定一个矩形框,矩形框即为m个种子点坐标的生成范围;In formula (2), R(·) is a random number function, b and t are any two coordinate points in the coordinate system xoy, and a rectangular frame is determined by the coordinate points b and t, and the rectangular frame is the coordinates of m seed points The range of generation;

式(3)中,L表示矩形区域,s为m个种子点坐标中任意两个相邻的种子点坐标的间隔值,λ为一个扰动项,λ取值较大时会使得生成的种子点过于稀疏,相反,λ取值较小时种子点会过于稠密,影响后续算法执行效率,因此,为了能模拟更好的破碎效果,一般令λ取值范围为(0,s);In formula (3), L represents a rectangular area, s is the interval value of any two adjacent seed point coordinates among the m seed point coordinates, λ is a disturbance item, and a larger value of λ will make the generated seed point Too sparse. On the contrary, when the value of λ is small, the seed points will be too dense, which will affect the execution efficiency of the subsequent algorithm. Therefore, in order to simulate a better fragmentation effect, the value range of λ is generally set to (0,s);

f=d(pi,G)-r (4)f=d(p i ,G)-r (4)

式(4)中,G为矩形区域L内任意一点坐标,pi为第i个种子点坐标,d(pi,G)为两点间的欧式距离函数,r为常数,i=1,2,3...m;令f=d(pi,G)-r=0也即使生成的种子点位于以G为圆心以r为半径的的圆周上时,可以模拟某些特殊类型三维建筑模型构件的破碎效果。In formula (4), G is the coordinate of any point in the rectangular area L, p i is the coordinate of the i-th seed point, d(p i , G) is the Euclidean distance function between two points, r is a constant, i=1, 2,3...m; let f=d(p i ,G)-r=0, even if the generated seed point is located on the circle with G as the center and r as the radius, it can simulate some special types of three-dimensional The shattering effect of architectural model components.

在本实施例中利用式(2)所示的函数f作为种子点生成方式,取m=70,b和t分别为(0,0),(500,700)。In this embodiment, the function f shown in formula (2) is used as the seed point generating method, m=70, b and t are (0,0), (500,700) respectively.

步骤3.3、将所生成的m个种子点坐标作为扫描线算法的输入参数,利用扫描线算法将矩形区域划分为m个部分并记录每个部分的边界信息;Step 3.3, using the generated m seed point coordinates as input parameters of the scan line algorithm, using the scan line algorithm to divide the rectangular area into m parts and recording the boundary information of each part;

步骤3.4、根据每个部分的边界信息对三维建筑模型进行三角网格化处理(三角网格化时,需注意所使用软件环境中的坐标系规范,以免得到错误的网格化结果)生成m个碎块;这种对模型划分生成碎块的方法,由于是基于几何方法进行操作,因此可以保证快速、高效。Step 3.4, according to the boundary information of each part, perform triangular meshing processing on the 3D building model (when triangular meshing, pay attention to the coordinate system specification in the software environment used, so as not to get wrong meshing results) to generate m fragments; this method of dividing the model to generate fragments can guarantee fast and efficient operation because it is based on the geometric method.

步骤3.5、利用式(5)得到第i个碎块所受外力FiStep 3.5, using formula (5) to obtain the external force F i of the i-th fragment:

式(5)中,F为自定义的初始外力值大小,D(pi,G)为两点间的欧式距离平方函数;In formula (5), F is the self-defined initial external force value, and D(p i , G) is the square function of the Euclidean distance between two points;

步骤3.6、对第i个碎块施加第i个碎块所受外力Fi,使第i个碎块在第i个碎块所受外力Fi下运动,从而模拟三维建筑模型中第i个碎块的破碎运动;在该实施例中,F取值为100,G为(400,300)。破碎模拟结果如图4所示。Step 3.6, apply the external force F i of the i-th fragment to the i-th fragment, so that the i-th fragment moves under the external force F i of the i-th fragment, thereby simulating the i-th fragment in the three-dimensional building model Breaking movement of fragments; in this embodiment, F is 100, and G is (400,300). The crushing simulation results are shown in Fig. 4.

由变化后的三维建筑模型的表面纹理贴图T、折线段所对应的法线纹理和三维建筑模型的破碎模拟构成三维建筑模型的动态可视化过程。The dynamic visualization process of the 3D building model is composed of the changed surface texture map T of the 3D building model, the normal texture corresponding to the polyline segment and the broken simulation of the 3D building model.

此外,步骤3.5和步骤3.6还可以按如下方式进行破碎运动模拟:In addition, steps 3.5 and 3.6 can also simulate the crushing motion as follows:

将三维建筑模型划分为上部分模型和下部分模型,根据所有碎块在所述三维建筑模型中的位置,将属于下部分模型的碎块随机添加一个相同的外力,使得属于下部分模型的碎块发生位移,而令属于上部分模型的碎块在重力作用下自然下落,从而形成所述三维建筑模型的坍塌现象。The three-dimensional architectural model is divided into an upper part model and a lower part model, and according to the positions of all fragments in the three-dimensional architectural model, an identical external force is randomly added to the fragments belonging to the lower part of the model, so that the fragments belonging to the lower part of the model The blocks are displaced, and the fragments belonging to the upper part of the model fall naturally under the action of gravity, thereby forming the collapse phenomenon of the three-dimensional architectural model.

综上所述,该面向火灾的三维建筑模型动态可视化方法中,采用不同方式模拟火灾中建筑结构可能发生的各种变化。其中,为模拟建筑模型表面可能发生的纹理变化,采用基于分形噪声生成噪声纹理并与三维建筑模型原有纹理进行纹理混合的方法;在三维建筑模型的裂纹模拟时,采用为其附加一张法线纹理的方式,相比采用物理方法模拟裂缝,该方法简单、高效且能获得较好的模拟效果;在模拟三维建筑模型的破碎效果时,在几何方法基础上进行改进,大大增加了破碎模拟的多样性。通过对以上三个过程的模拟,可以较为全面的仿真建筑结构在火灾中产生的各种变化,且仿真结果均以三维视角呈现,更加直观、生动。此外,由于本发明在仿真模拟的整个过程中以几何方法为主,不涉及复杂的物理分析过程,因此计算量大大减少,完全可以满足实时性需求。To sum up, in this fire-oriented dynamic visualization method for 3D building models, different methods are used to simulate various changes that may occur in building structures during fires. Among them, in order to simulate the possible texture changes on the surface of the building model, the method of generating noise texture based on fractal noise and mixing it with the original texture of the 3D building model is used; Compared with using physical methods to simulate cracks, this method is simple, efficient and can obtain better simulation results; when simulating the shattering effect of 3D building models, it is improved on the basis of geometric methods, which greatly increases the number of shattering simulations. diversity. Through the simulation of the above three processes, various changes of the building structure in the fire can be simulated more comprehensively, and the simulation results are presented in a three-dimensional perspective, which is more intuitive and vivid. In addition, since the present invention mainly uses geometric methods in the whole process of simulation and does not involve complex physical analysis process, the amount of calculation is greatly reduced, which can completely meet the real-time requirement.

Claims (2)

1.一种面向火灾的三维建筑模型动态可视化方法,其特征是按如下步骤进行:1. A fire-oriented three-dimensional building model dynamic visualization method is characterized in that it is carried out as follows: 步骤1、采用分形噪声算法生成二维噪声纹理贴图T1,并利用式(1)对所述二维噪声纹理贴图T1与三维建筑模型的表面纹理贴图T2做纹理混合,得到变化后的三维建筑模型的表面纹理贴图T:Step 1. Use the fractal noise algorithm to generate a two-dimensional noise texture map T 1 , and use formula (1) to perform texture mixing on the two-dimensional noise texture map T 1 and the surface texture map T 2 of the three-dimensional building model to obtain the changed Surface texture map T of the 3D building model: T=T1×x+(1-x)×T2 (1)T=T 1 ×x+(1-x)×T 2 (1) 式(1)中,x为混合系数;In formula (1), x is the mixing coefficient; 步骤2、基于PhotoShop完成三维建筑模型的裂缝模拟:Step 2. Complete the crack simulation of the 3D building model based on PhotoShop: 步骤2.1、在脚本语言中新建一个尺寸为W×H的空白矩形画布,并以所述空白矩形画布的任意一个顶点为原点O,与所述原点O相邻的两条边分别作为X轴和Y轴,从而建立坐标系XOY;Step 2.1. Create a new blank rectangular canvas with a size of W×H in the script language, and take any vertex of the blank rectangular canvas as the origin O, and the two sides adjacent to the origin O as the X axis and Y axis, so as to establish the coordinate system XOY; 步骤2.2、在所述坐标系XOY中,设置任意一个起始坐标点start(x1,y1)和终点坐标点end(x2,y2);Step 2.2. In the coordinate system XOY, set any starting coordinate point start(x 1 , y 1 ) and end point coordinate point end(x 2 , y 2 ); 步骤2.3、在由所述起点始坐标点start(x1,y1)和终点坐标点end(x2,y2)两点所确定的直线两侧随机生成n个二维坐标,并对所述n个二维坐标按其X坐标进行升序排序,得到排序后的n个二维坐标并保存在数组LineArray[n]中;Step 2.3. Randomly generate n two-dimensional coordinates on both sides of the straight line determined by the starting point coordinate point start(x 1 , y 1 ) and the end point coordinate point end(x 2 , y 2 ), and calculate the The n two-dimensional coordinates are sorted in ascending order according to their X coordinates, and the sorted n two-dimensional coordinates are obtained and stored in the array LineArray[n]; 步骤2.4:将所述数组LineArray[n]中的每个二维坐标均初始化为PathPointInfo类类型;Step 2.4: Initialize each two-dimensional coordinate in the array LineArray[n] as a PathPointInfo class type; 步骤2.5:将所述数组LineArray[n]初始化为SubPathInfo类类型,并作为函数pathItems.add()的参数传入,从而使得所述数组LineArray[n]中相邻的二维坐标点能表示为一段首尾相连的线段,进而得到以起点始坐标点start(x1,y1)为起点,以终点坐标点end(x2,y2)为终点,并以排序后的n个二维坐标为中间节点的折线段;Step 2.5: initialize the array LineArray[n] to the SubPathInfo class type, and pass it in as a parameter of the function pathItems.add(), so that the adjacent two-dimensional coordinate points in the array LineArray[n] can be expressed as A line segment connected end to end, and then get the start coordinate point start(x 1 ,y 1 ) as the starting point, the end point coordinate point end(x 2 ,y 2 ) as the end point, and the sorted n two-dimensional coordinates as The polyline segment of the middle node; 步骤2.6:调用函数strokePath()绘制出所述折线段后使用函数charIDToTypeID(id)调用NormalMapFilter插件,从而得到所述折线段所对应的法线纹理,其中,id为插件索引编号;Step 2.6: Call the function strokePath() to draw the polyline segment and use the function charIDToTypeID(id) to call the NormalMapFilter plug-in to obtain the normal texture corresponding to the polyline segment, where id is the plug-in index number; 步骤2.7、将所述折线段所对应的法线纹理附加到所述三维建筑模型上,从而模拟出所述三维建筑模型的裂缝;Step 2.7, attaching the normal texture corresponding to the polyline segment to the 3D architectural model, thereby simulating cracks in the 3D architectural model; 步骤3、三维建筑模型的破碎模拟:Step 3. Fragmentation simulation of the 3D building model: 步骤3.1、将所述三维建筑模型映射到二维平面上,从而得到矩形区域L;以所述矩形区域的任意一个顶点为原点o,与所述原点o相邻的两条边分别作为x轴和y轴,从而建立坐标系xoy;Step 3.1, mapping the three-dimensional architectural model onto a two-dimensional plane to obtain a rectangular area L; taking any vertex of the rectangular area as the origin o, and the two sides adjacent to the origin o as the x-axis respectively and the y axis, thus establishing the coordinate system xoy; 步骤3.2、利用式(2)所示的函数f或式(3)所示的函数f或式(4)所示的函数f生成m个种子点坐标:Step 3.2, utilize the function f shown in formula (2) or the function f shown in formula (3) or the function f shown in formula (4) to generate m seed point coordinates: f=R(b,t,m) (2)f=R(b,t,m) (2) 式(2)中,R(·)为随机数函数,b和t为所述坐标系xoy中任意两个坐标点,并由所述坐标点b和t确定一个矩形框,所述矩形框即为m个种子点坐标的生成范围;In formula (2), R( ) is a random number function, b and t are any two coordinate points in the coordinate system xoy, and a rectangular frame is determined by the coordinate points b and t, and the rectangular frame is is the generation range of m seed point coordinates; 式(3)中,L表示所述矩形区域,s为所述m个种子点坐标中任意两个相邻的种子点坐标的间隔值,λ为一个扰动项,取值范围为(0,s);In formula (3), L represents the rectangular area, s is the interval value of any two adjacent seed point coordinates in the m seed point coordinates, λ is a disturbance term, and the value range is (0, s ); f=d(pi,G)-r (4)f=d(p i ,G)-r (4) 式(4)中,G为所述矩形区域L内任意一点坐标,pi为第i个种子点坐标,d(pi,G)为两点间的欧式距离函数,r为常数,i=1,2,3...m;In formula (4), G is the coordinate of any point in the rectangular area L, p i is the coordinate of the i-th seed point, d(p i , G) is the Euclidean distance function between two points, r is a constant, i= 1,2,3...m; 步骤3.3、将所生成的m个种子点坐标作为扫描线算法的输入参数,利用所述扫描线算法将所述矩形区域划分为m个部分并记录每个部分的边界信息;Step 3.3, using the generated m seed point coordinates as input parameters of the scan line algorithm, using the scan line algorithm to divide the rectangular area into m parts and recording the boundary information of each part; 步骤3.4、根据所述每个部分的边界信息对所述三维建筑模型进行三角网格化处理,生成m个碎块;Step 3.4, performing triangular meshing processing on the 3D architectural model according to the boundary information of each part, to generate m fragments; 步骤3.5、利用式(5)得到第i个碎块所受外力FiStep 3.5, using formula (5) to obtain the external force F i of the i-th fragment: 式(5)中,F为自定义的初始外力值大小,D(pi,G)为两点间的欧式距离平方函数;In formula (5), F is the self-defined initial external force value, and D(p i , G) is the square function of the Euclidean distance between two points; 步骤3.6、对第i个碎块施加所述第i个碎块所受外力Fi,使第i个碎块在第i个碎块所受外力Fi下运动,从而模拟三维建筑模型中第i个碎块的破碎运动;Step 3.6, apply the external force F i of the i-th fragment to the i-th fragment, so that the i-th fragment moves under the external force F i of the i-th fragment, thereby simulating the first The breaking motion of i pieces; 由所述变化后的三维建筑模型的表面纹理贴图T、所述折线段所对应的法线纹理和所述三维建筑模型的破碎模拟构成所述三维建筑模型的动态可视化过程。The dynamic visualization process of the three-dimensional building model is composed of the changed surface texture map T of the three-dimensional building model, the normal texture corresponding to the polyline segment, and the broken simulation of the three-dimensional building model. 2.根据权利要求1所述的面向火灾的三维建筑模型动态可视化方法,其特征是,所述步骤3.5和步骤3.6还可以按如下方式进行破碎运动模拟:2. fire-oriented three-dimensional building model dynamic visualization method according to claim 1, is characterized in that, described step 3.5 and step 3.6 can also carry out crushing motion simulation as follows: 将所述三维建筑模型划分为上部分模型和下部分模型,根据所有碎块在所述三维建筑模型中的位置,将属于下部分模型的碎块随机添加一个相同的外力,使得属于下部分模型的碎块发生位移,而令属于上部分模型的碎块在重力作用下自然下落,从而形成所述三维建筑模型的坍塌现象。Dividing the three-dimensional architectural model into an upper part model and a lower part model, according to the positions of all the fragments in the three-dimensional architectural model, randomly adding the same external force to the fragments belonging to the lower part model, so that the fragments belonging to the lower part model The fragments of the model are displaced, and the fragments belonging to the upper part of the model are naturally dropped under the action of gravity, thereby forming the collapse phenomenon of the three-dimensional architectural model.
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