英文摘要 | With the rapid development of computer animation technology, realistic effects animation simulation and interactive rendering become the important and key contents in animation creation gradually, in which, the most challenging fluid and facial animation as the typical effects animation have attracted more attention. For complex fluid effect, only the accurate physical equation can reproduce the motion law and the external visual effects, at present, fluid simulation techniques have been improved significantly in terms of realistic and efficient. However, for the rich details in the fluid phenomena in the real world, the existing numerical fluid simulation technologies are unsatisfactory in aspects of precise calculation and realistic rendering. For facial animation simulation, the requirement is higher than other types of special effects animation, at present, facial animation simulation technology is able to complete the calculation quickly and the production of flexible real expression animation, however, there are still many problems. At the same time, the relevant research work of realistic rendering of expression animation is less, and the realistic effect is poor. In the aspect of application, the film and television special effects, video games, and interactive applications require high quality fluid effects in real-time and realistic facial animation. Therefore, based on the above research background, this paper dedicates to study better simulation method and the special effects rendering effect. In this paper, the purpose is to improve the quality and efficiency of the special effects animation, increase realistic feeling in interactive experience, which is important in theoretical and practical creation. Based on the physical and data driven method, this paper focuses on the simulation of realistic effects animation. The main contribution of the dissertation is listed as follows: First, we present an effective method to simulate the ink diffusion process in real time that yields realistic visual effects. Our algorithm updates the dynamic ink volume using a hybrid grid-particle method. Compared to traditional fluid simulation methods that treat water and ink as two mixable fluids, our method is simple but effective. The simulation and the rendering processes are efficiently implemented on graphics hardware at interactive frame rates. Second, we present an interactive simulation method for water drop effects. Our algorithm takes an accurate SP... |
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