Real-Times Snowfall Simulation Based on Particle System and Pulverization

2013 ◽  
Vol 373-375 ◽  
pp. 1168-1171 ◽  
Author(s):  
Hong Yan Lv ◽  
Fang Liu

Snowfall process is analyzed from the perspective of computer simulation in this paper, the dynamic properties and the static properties of snow particles are abstracted based on particle system theory. The snow particles movement is simulated with wind and no wind. To solve the problems of the blur of snowing environment and firn phenomena, the paper puts forward a method of applying pulverization to snowing virtual environment. The tests show that the simulation methods of snowfall and pulverization are effective and real, which are suit for real-time virtual environment.

2013 ◽  
Vol 756-759 ◽  
pp. 1809-1813
Author(s):  
Gong Lin ◽  
Da Wei Jiang

The mathematical model of smoke diffusion and dissipation when shells exploding is studied, and the dynamic model based on particle system controlled by the mathematical model and texture mapping techniques is established. The visual simulation of the method is efficient and real-time.


Electronics ◽  
2019 ◽  
Vol 8 (2) ◽  
pp. 116
Author(s):  
Namyong Jung ◽  
Hyeongboo Baek ◽  
Jinkyu Lee

While recent studies addressed security attacks in real-time embedded systems, most of them assumed prior knowledge of parameters of periodic tasks, which is not realistic under many environments. In this paper, we address how to infer task parameters, from restricted information obtained by simple system monitoring. To this end, we first develop static properties that are independent of inference results and therefore applied only once in the beginning. We further develop dynamic properties each of which can tighten inference results by feeding an update of the inference results obtained by other properties. Our simulation results demonstrate that the proposed inference framework infers task parameters for RM (Rate Monotonic) with reasonable tightness; the ratio of exactly inferred task periods is 95.3% and 65.6%, respectively with low and high task set use. The results also discover that the inference performance varies with the monitoring interval length and the task set use.


2012 ◽  
Vol 195-196 ◽  
pp. 723-727
Author(s):  
Wei Wei ◽  
Yan Qiong Huang

This paper proposed a method of flame simulation based on Lagrange process and chemical composition, which was non-grid and the problems associated with grids was overcome. The turbulence movement of flame was described by Lagrange process and chemical composition was added into flame simulation which increased the authenticity of flame. For real-time applications, this paper simplified the EMST model. GPU-based particle system combined with OpenGL VBO and PBO unique technology was used to accelerate finally, the speed of vertex and pixel data interaction between CPU and GPU increased two orders of magnitude, frame rate of rendering increased by 30%, which achieved fast dynamic flame real-time simulation.


2011 ◽  
Vol 130-134 ◽  
pp. 2643-2646
Author(s):  
Jin Guang Sun ◽  
Xin Nian Yang ◽  
Yang Li ◽  
Jun Tao Wang

Computer simulation of the flame is difficult to achieve real-time and realistic problem, proposing a fire simulation method based on fluid model and GPU general computing combining. The method is based on the incompressible flame, low-density, non-sticky and so on. Semi-Lagrange method is using to solve the fluid equations, using volume rendering based on 3D texture to rendering the flame. Then, using the method of energy-spectrum of radiation to control the color of the flame, and using the GPU to accelerate in parallel, balance realistic and real time.


2009 ◽  
Vol 28 (12) ◽  
pp. 3007-3009
Author(s):  
Wang-gen WAN ◽  
Ji-cheng LIN ◽  
Xiao-qing YU ◽  
Huan DING ◽  
Xiao-hui TAN

2011 ◽  
Vol 31 (1) ◽  
pp. 289-292
Author(s):  
Zhong-hua LU ◽  
Ding-fang CHEN

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