• 沒有找到結果。

6.1 Conclusion

In this thesis, we introduce our novel method for ice melting simulation with render-ing. Our method includes three main contributions as shown below:

1. We give an attribute for each ice particle named virtual water volume. Virtual water volume will be transferred between ice particles. We use this method to simulate water flowing on the surface of ice model.

2. We use a new method to calculate the potential field and achieve smoothly shrinking ice model. The latent heat of ice particles and virtual water volume are taken into account for computing the potential field.

3. A ray tracing method is used to render meshes and metaballs in the same scene.

We propose a special principles of judgment to find intersections between rays and objects (i.e., meshes or metaballs).

Our ice melting method is based on the thermal energy transfer between particles, and smoothed particle hydrodynamics (SPH) is used on fluid simulation. The ice particles are decided by voxelizing the input polygonal model. Heat transfer occurs between particles, from surrounding air to ice particles, and from the heat source to particles. The ice particles are removed if they absorb enough heat.

We use virtual water volume transfer to simulate the flowing water on the surface of ice model. Virtual water volume of an ice particle is increased by increasing the latent heat of the ice particle. The water particle is generated when the amount of water volume in an ice particle is too large. The motion of water particles is based on SPH. Water particles

are absorbed by ice particles and transfer to virtual water volume if the water particles is located on the top of ice particles.

An improvement of computing the potential field for the marching cubes is proposed.

The shape of the ice model will be affected by the latent heat and virtual water volume through the field function. Therefore, the shape of ice model will shrink smoothly.

In the rendering procedure, the ice model and water particles are separated and we use a mixed method to render them in the same scene. We use linear bounding volume hierarchy (LBVH) to create hierarchy constructions for the ice model and metaballs re-spectively. Then, we use the ray tracing method with the special principles of judgment to find the intersection for the rays.

The experimental results show that our algorithm of ice melting simulation can achieve more realistic animation. The previous method [IUDN10] will directly transform the ice particle into water particle if the ice particle absorbs enough energy. However, their result is not realistic. Water should flow on the surface. Our method can handle this phenomenon by transferring virtual water volume between ice particles. The execution performance of our rendering procedure is acceptable, and our result is more realistic than the other meth-ods.

6.2 Future Work

In the real world, the environment forces should affect the motion of the ice model.

For example, part of icicle is separated and falls down to the floor because of gravity, or ice cubes float in the water. In our system, we skip these forces mainly because the motion of an ice model will change the result of marching cubes. The shape of the ice model deforms violently when the ice model moves fast or rotates between two frames.

We want to handle this situation in the future.

Water particles moving in the scene may pierce the surface of the ice model (i.e.

there are overlapping portions between water particles and the ice model). ice model is a polygonal model which is made by marching cubes method. We don't calculate the collision detection for the water particles and ice model. Instead, we calculate the pressure defined in SPH method between the ice particles and water particles, so the water particles maintain appropriate distance to the ice model. However, piercing between ice and water particles happens when the force of water particles are too large. We will add the collision detection and response in our system.

Our method uses the latent heat to control the marching cubes. The ice model will

ear. The meshes of these places shrink too fast and disappear before the ice particles absorb enough heat. Therefore, the water particle will unexpectedly appear in the air, as shown in Figure 6.1. We need to handle this situation by giving a better adjustment for field value.

Figure 6.1: The sketch map of problem in meshes shrinking.

Finally, some ice characteristic in our simulation are not handled, such as bubbles or cracks in the ice model. In the rendering part, we haven't considered complex lighting, such as focus, and defocus. In the future, we will find some approaches to implement these characteristics in our simulation.

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