粒子系统

  • 网络Particle System;Thinking Particles
粒子系统粒子系统
  1. 三粒子系统的Q效应

    Q - Effect of Structures oF 3 - Particle Systems

  2. Polish空间上一类粒子系统的随机单调性和保正相关性

    Stochastic Monotonicity and Positive Correlations of a Type of Particle Systems on Polish Spaces

  3. Snow(初三适用)(英文)基于粒子系统的实时雨雪模拟

    Realtime Simulation of Rain and Snow Based on Particle System

  4. 基于粒子系统与OpenGL的实时雨雪模拟

    Realtime Simulation of Rain and Snow Based on Particle System and OpenGL

  5. 基于粒子系统及OpenGL的三维火箭尾焰模拟

    Simulation of Three-Dimensional Rocket Tail Flame Based on Particle System and Opengl

  6. 基于OpenGL与粒子系统实现三维喷泉模拟

    3D Fountain Simulation Based on Particle System and OpenGL

  7. 利用VRML中粒子系统实现电磁波的可视化

    Using Particle System in VRML to Achieve the Visualization of Electromagnetic Wave

  8. 同时OpenGL本身也有用于模拟自然现象的粒子系统。

    At the same time , OpenGL itself has particle system for simulating natural phenomenon .

  9. 基于粒子系统和GPU加速的喷泉实时仿真

    Real-time Fountain Simulation Based on Particle System and GPU Accelerated

  10. 基于粒子系统的火焰特效在J2ME游戏中的实现

    Realization of Fire Effect in J2ME Mobile Games Based on Article System

  11. 为了提高粒子系统进行自然场景仿真应用的效率,提出了频率层次模型(LevelofFrequency,即LOF)。

    To improve the efficiency of simulation of nature view , it is presented a new concept of Level of Frequency ( LOF ) .

  12. 粒子系统和LOD技术在三维场景中的运用

    Application of Particle System and LOD in 3D Scene

  13. 粒子系统及其SPH方法应用的研究与实现

    Research and Implementation on Particle System and Its Application of SPH

  14. 基于DEM方法的粒子系统主要应用于泥石流,单螺杆挤出固体传输等固体颗粒流的模拟中。

    The DEM particle system is applied in debris flow the solids-inflow zone of a single screw extruder , and so on .

  15. 在虚拟场景中采用基于GPU的粒子系统来模拟雨雪,因其效率较高,得到了广泛的应用。

    Particle system based on GPU to simulate rain and snow is widely used in virtual scene simulation for its high efficiency .

  16. 基于OSG的粒子系统特效控制的研究

    A Study of Effect Control of Particle System Based on OSG

  17. 该文描述了一套粒子系统应用程序接口(API)的设计,并将其作为一个模块应用于虚拟现实系统的动态场景模拟中。

    This paper introduces how to develop a set of Particles System Application Programmer Interface ( API ) which can be used to simulate dynamic scene in VR system as a module .

  18. 利用傅立叶变换,求出了低速双荷粒子系统在双四维势下具有Lorentz变换协变性的辐射频谱。

    Finally , by using the Fourier transformation we get the Lorentz covariant electromagnetic radiation spectrum for the low speed moving dyons .

  19. 利用Delphi编写OpenGL粒子系统构造火焰燃烧模拟的自然场景,给出一个形象的火焰燃烧过程。

    Taking advantage of Delphi language writes the particle system of OpenGL that constructs the natural simulating scene of flame burning , and present a progress of flame burning .

  20. 在结合稳态流场(StableFluids)算法和粒子系统原理的基础上,通过加入各种随机控制因素,分别对近视点和远视点位置的烟雾进行仿真,从而取得实时性与逼真度均较好的仿真效果。

    Based on the combination of Stable Fluids algorithm and particle systems , this paper simulates the smoke near and far from viewpoint separately by adding a variety of random controlling elements , leading to a nice and real-time simulation effect .

  21. 该粒子系统API采用合理的数据结构,设计了一套高效的粒子生成、管理方法,并采用高速OpenGL渲染引擎,使之能够满足在普通PC机上模拟大数据量动态场景的需求。

    We design a set of methods to generate and manage particles efficiently with reasonable data structure , and use OpenGL render engine of high speed in order to simulate dynamic scene of huge data in common PC.

  22. 在此基础上加以改进,形成通过简单调节参数和虚拟函数改写(override)即可自由定义所需物体形状的粒子系统。

    Then being improved based on this , a particle system which could be used to define its figure freely by adjusting the parameters and overriding the virtual functions easily is constructed .

  23. 以上是本文所做的主要工作,在建立了爆炸效果的物理模型和粒子系统理论相结合的方法基础上,利用了OpenGL中的色彩融合技术对陨石爆炸和烟花爆炸效果模拟取得了一定的成果。

    We combine building a physical model of explosion effects with the particle system theory , and produce some simulation results of meteorite explosions and fireworks based on the use of the color fusion technology in OpenGL .

  24. 但是普通的粒子系统在实时仿真中,粒子总数最多只能达到10000个左右。其中瓶颈在于粒子数据从主处理器到图形硬件的传输和CPU的并行处理能力。

    But the ordinary particle systems can only handle up to 10000 articles in real time simulation , the bottleneck are the transfer of particle data from the CPU to the GPU for rendering and the parallel computational ability of CPU .

  25. 随后,在分析粒子系统实现原理的基础上,基于OpenGL提出了一种在大型场景中实时模拟雨、雪的方法,建立了比较逼真的可视化仿真场景。

    Then , a method for simulating real - time rain or snow in a big scene is presented in this paper based on OpenGL after analyzing the realizing principle of particle system , and builds living visualization scene .

  26. 将可视化技术运用于静电雾化中,基于粒子系统原理,使用Visualc++结合面向对象技术和OpenGL图形库,根据所建立的数学模型,模拟了不同电压下油液的静电雾化形态。

    The rule of the Jet length and the atomization angle under variable voltage has been given . Based on particle system , using Visual C + + and OpenGL library with object-oriented method , the shape of oil atomization under variable voltage is simulated .

  27. 然后根据最佳参数值计算RHIC能量下粒子系统中各种粒子的粒密度、能密度和熵密度等。

    Then in part four , the quantities such as particle density , energy density at RHIC energy are calculated with these parameters ' values .

  28. 通过对比不同种类草地植物的结构特点,完成系统基本草地植物的模型建模,同时研究粒子系统生成,结合Sprite显示属性完成草地类植物模型建模。

    Through comparing the different kinds of grassland , the structural characteristics of complete system basic grass plants , and modeling study particle system to generate , combined with Sprite display attributes complete grass plants model . 4 .

  29. 本文提出基于粒子系统和TextureSprites生成方法从而实现覆盖云谱、表征虚拟环境的、实现交互建模的有效方法,其能够满足艺术驱动(Artist-driven)的开发要求。

    Therefore an efficient routine is proposed based on particle system and Texture Sprites , which realize the interactive modeling covering with cloud spectrum and denoting the weather . It can satisfy the Artist-driven requirement .

  30. 本文将二者进行结合,研究在增强现实系统中火焰特效的实现,主要包括以下三个方面的工作:(1)使用GPU粒子系统实现火焰特效的渲染,并加入到增强现实系统中。

    We render the flame effect in an augmented reality system . The three aspects of main works are as follows : First , we use the GPU particle system to render the flame effect , and add it in the augmented reality system .