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Visually Realistic Rain Modeling Optimization for VR Application

机译:虚拟现实应用的视觉逼真的降雨建模优化

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Simulation purposes are to create an event in the world as real as possible, and by using Virtual Reality Technologies, it can achieve a higher level of realism and immersion. By using particle Systems from Unity can be used to producing a phenomenon that involving a small moving object on a big scale such as smoke, fire, or rain. However, when trying to use the particle system, sometimes the performance got reduced because there are too many particles working at the same time and result in a frame rate drop that causing discomfort to the player. For this reason, it's essential to optimize the performance by limiting objects that are needed to draw to lighten up the GPU process. In this paper, we discussed how to produces rain using the particle system in unity and find the best way to simulating rain with the best frame rate. We will show how the lifetime of the particle affecting the cycle of the particle system and the impact on the particle emission. We concluded that it's essential for developers to focus on the balance for creating realistic and detailed simulation and the stability of the simulation performance so the player can be more comfortable and immersive.
机译:模拟的目的是在现实世界中尽可能创造一个真实的事件,并且通过使用虚拟现实技术,它可以实现更高水平的真实感和沉浸感。通过使用Unity的粒子系统,可用于产生涉及小规模运动物体的现象,例如烟,火或雨。但是,当尝试使用粒子系统时,有时会降低性能,因为同时有太多粒子在工作,并导致帧速率下降,从而使玩家感到不适。因此,必须限制绘画所需的对象以减轻GPU的处理过程,从而优化性能。在本文中,我们讨论了如何统一使用粒子系统产生雨水,并找到了以最佳帧频模拟雨水的最佳方法。我们将展示粒子的寿命如何影响粒子系统的循环以及对粒子发射的影响。我们得出的结论是,开发人员必须专注于平衡,以创建真实,详细的仿真以及仿真性能的稳定性,从而使播放器更舒适,更具沉浸感。

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