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研究生: 王榮麒
Wang, Jung-Chi
論文名稱: 電腦圖學中流體噴濺、泡沫與氣泡模擬方法探討
Study of Whitewater Effect of Fluid Simulation in Computer Graphics
指導教授: 張鈞法
Chang, Chun-Fa
口試委員: 陳履恆
Chen, Lieu-Hen
王科植
Wang, Ko-Chih
口試日期: 2021/07/29
學位類別: 碩士
Master
系所名稱: 資訊工程學系
Department of Computer Science and Information Engineering
論文出版年: 2021
畢業學年度: 109
語文別: 中文
論文頁數: 41
中文關鍵詞: 電腦圖學流體模擬流體力學噴濺水花氣泡泡沫
英文關鍵詞: Computer Graphics, Fluid Simulation, Hydromechanics, Spray, Splash, Bubble, Foam
研究方法: 實驗設計法調查研究
DOI URL: http://doi.org/10.6345/NTNU202100958
論文種類: 學術論文
相關次數: 點閱:70下載:13
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  • 本論文的主軸,在於探討電腦圖學中流體模擬的發展與演變,並找出直到現今,在流體模擬的視覺表現上,仍舊缺乏或難以妥善處理的地方。首先須了解流體力學的基礎理論與公式,再研究數十年來以電腦模擬流體動態的各種方法,每一個重大突破改善了前一種方法的哪些不足之處。不過,雖然最新的方法已經可以幾近真實的以電腦圖學理論模擬流體動態,但在處理噴濺、泡沫、與氣泡上,卻與真實水中這些效果的呈現有所差距。本文也探討了當今主流的各種模擬方法,並透過Blender套件實作倒水、河流、與海浪等不同場景的呈現效果,比較其差異並找出各場景最適合的方法。

    The main goal of this thesis is finding out the shortcomings of the visual result of fluid simulation in computer graphics until now, after studying the progression and history of it. First, we need to understand the basic theories and formulas of hydromechanics. Then do the research of all kinds of methods of computer simulating the fluid motion and figure out how every important breakthrough improve the method before it. However, the newest method can simulate fluid motion using computer graphics theories almost like real water, but it still has difficulty simulating spray, foam and bubble. We also studied the mainstream simulation methods nowadays and created scenes in different scales such as scene of pouring water into a glass, river, and wave on the beach with these methods using Blender. In the end, we provide the best choice of method of each scene.

    壹、緒論 1 貳、流體力學基礎 2 一、流體等式 2 二、黏性處理 3 三、不可壓縮性 3 參、流體模擬 5 一、歐氏方法 5 (一)Stable Fluids 5 二、拉氏方法 6 (一)Smoothed Particle Hydrodynamics 6 (二)Predictive-Corrective Incompressible SPH 7 (三)Position-Based Fluids 8 三、混合方法與其他 8 (一)Particle-in-Cell 8 (二)Fluid Implicit Particle 9 (三)PIC/FLIP 10 (四)Affine Particle-in-Cell 11 肆、Whitewater粒子模擬 13 一、球狀漩渦模擬氣泡與泡沫 13 二、分層粒子模型模擬泡沫 15 三、粒子系統模擬噴濺與泡沫 17 四、統一粒子模擬噴濺、泡沫與氣泡 18 伍、模擬結果比較 21 一、杯水 21 二、河流 28 三、海浪 31 陸、結論 37 柒、未來展望 39 參考文獻 40

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