英文摘要 | With the development of Computer Graphics, CG for short, VFX(Visual Special Effects) is playing an increasingly important role in the fields of movie & TV, game and virtual reality, while fluid effect has always been a key and difficult one in the research of 3D effects. There are two trends and two issues in VFX fluid research field. In movie & TV field, the production of fluid effects is time-consuming and high-cost, which makes the tradeoff between production period, cost and quality a valuable research issue. In game and virtual reality field, a trend of the blend between game and movie emerges, which makes the introduction of original fluid effects techniques to game engine for entertainment and immersion enhancement a issue worth studying. To solve the two issues above, this thesis conducts a study on the basis of the large-scale fluid effects shots in The Ocean Dreams project and The Real-time Interactive Virtual Actor Show project, and formulates a set of fluid effects production methods which could meet the needs of the movie standard and real-timing game. The production methods are composed of three core parts: the simulation methods based on FLIP, the fluid data representation based on VDB structure and the fluid render based on Mantra render engine. In the first section, a new method for particle emitter that is based on Sparse Convolution Noise is presented, which can generate a more vivid dynamic effect. In the second section, a new method for that extracts the foam particles by computing fluid surface curl is presented, which can promote the ocean detail. In the third section, a new method for adding Fresnel Reflections and Volume Rendering is presented, which can improve time-efficiency. We apply the above mentioned new methods in some projects. In the field of movie & TV, apply the production methods to The Ocean Dreams project, and produce three large-scale fluid effects scenes: "a whaling boat in the surge", "the beach tide" and "the sailing cruise". As a result, the adaptation of the production methods is verified. In the field of game & virtual reality, we try to introduce these methods into game engine, and then we combine the production methods with game production techniques to improve the VFX in a virtual actor show. So our proposed methods can be validated. |
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