smoke and fire special effect simulation system based on a game engine
Abstract
The invention relates to a pyrotechnic special effect simulation system based on a game engine, which includes a light agent particle module, a light agent particle group module, a pyrotechnic module and a special effect simulation module, wherein the light agent particle module is used for a particle system based on a game engine, defining and setting , Edit the properties of light agent particles; the pyrotechnic module is used to define, set and edit the properties of pyrotechnics; the special effects simulation module is used to set and edit the properties of pyrotechnics and light agent particles according to the type of pyrotechnics required to be simulated. The light agent particles simulate the process of pyrotechnic explosion and generate pyrotechnic special effects. The pyrotechnic special effect simulation system based on the game engine proposed by the present invention uses the particle system of the game engine to simulate the pyrotechnic explosion process, and can simulate the pyrotechnic setting effect similar to the real world in real time.

Term
12.5 yearsto projected expiry
Projected expiry 8 April 2039, counted from filing; an application has no term until it is granted.
- Priority and filed
- Published
- Today
- Projected expiry
9 claims: 1 independent, 8 dependent
- 11·一种基于游戏引擎的烟火特效仿真系统,包括光剂颗粒模块,光剂颗粒组模块,烟火 模块和特效仿真模块,其中 光剂颗粒模块用于基于游戏引擎的粒子系统,定义、设置、编辑光剂颗粒属性; 烟火模块用于定义、设置、编辑烟火属性; 特效仿真模块用于根据所需仿真的烟火类型,使用烟火模块和光剂颗粒模块设置和编 辑烟火和光剂颗粒属性,通过喷射光剂颗粒模拟烟火燃爆的过程,生成烟火特效。
- 2根据权利要求1所述的一种基于游戏引擎的烟火特效仿真系统,其特征在于,所述光 剂颗粒属性包括速度、大小、纹理、生命周期、位置、年龄。
- 3根据权利要求2所述的一种基于游戏引擎的烟火特效仿真系统,其特征在于,所述烟 火属性包括爆炸延迟时间、爆炸初速度、位置、燃放时间、光剂颗粒喷射角度范围。
- 4根据权利要求3所述的一种基于游戏引擎的烟火特效仿真系统,其特征在于,所述特 效仿真模块包括以下子模块: 初始化子模块,用于初始化烟火的属性; 燃爆子模块,用于喷射光剂颗粒,即添加新光剂颗粒并初始化光剂颗粒的属性; 更新子模块,用于按照用户设置的时间间隔删除死亡光剂颗粒,更新生存光剂颗粒属 性; 显示子模块,用于根据生存光剂颗粒属性显示烟火特效。
- 5根据权利要求4所述的一种基于游戏引擎的烟火特效仿真系统,其特征在于,所述光 剂颗粒属性还包括重力参数、风力参数、爆炸拖拽力参数。
- 6根据权利要求4所述的一种基于游戏引擎的烟火特效仿真系统,其特征在于,所述光 剂颗粒属性还包括生命周期方差、大小方差、速度方差。
- 7根据权利要求4所述的一种基于游戏引擎的烟火特效仿真系统,其特征在于,所述烟 火属性还包括分支属性,喷射光剂颗粒时首先判断该烟火是否有分支,如果没有分支,则令 粒子在指定角度范围内进行随机分布,如果有多于1个的分支,则将粒子发射到任意一个分 支上。
- 8根据权利要求4所述的一种基于游戏引擎的烟火特效仿真系统,其特征在于,初始化 光剂颗粒的属性时设置时间相关的大小和纹理关键帧,根据关键帧更新对应各个时间点的 光剂颗粒的大小和纹理属性。
- 9根据权利要求4所述的一种基于游戏引擎的烟火特效仿真系统,其特征在于,对光剂 颗粒进行分组,将每组光剂颗粒共同的属性作为光剂颗粒组的属性进行设置。
Independent claims9
72 paragraphs, as filed
Technical field of pyrotechnic special effects simulation system based on game engine
[0001] The present invention relates to a simulation system, in particular to a pyrotechnic special effects simulation system based on a game engine.
Background technique
[0002] Large-scale square cultural performances usually refer to large-scale cultural performances with open venues such as squares as the background. The form of expression usually includes a large-scale cast, with auxiliary performance forms such as lighting, stage art, and fireworks, highlighting the theme of the performance, and achieving shocking audio-visual effects.
[0003] Due to the large number of participants, the stage is complex and luxurious, and the performance is time-consuming, large-scale square cultural performances have brought huge obstacles to the creativity and arrangement of the performance. At this stage, a simulation arrangement system for square cultural performances has emerged, allowing the director to create performance content in a virtual reality environment, and preview the visual effects of the performance at the creative stage. As an auxiliary form of square theatrical performance, pyrotechnic special effects are an indispensable part of the overall performance effect. In the simulation arrangement system, it should be able to display the actual discharge effect in real time and realistically. If the firework is used as an ordinary object for modeling and simulation, it will not be able to accurately show the effect of firework in real time.
Summary of the invention
[0004] The purpose of the present invention is to provide a pyrotechnic special effect simulation system in view of the deficiencies of the prior art, which accurately and real-timely simulates a pyrotechnic setting effect similar to the real world.
[0005] In order to achieve the above objective, the present invention provides a pyrotechnic special effect simulation system based on a game engine, including a light agent particle module, a light agent particle group module, a pyrotechnic module and a special effect simulation module, wherein
[0006] The light agent particle module is used for the particle system based on the game engine to define, set, and edit the attributes of light agent particles;
[0007] The pyrotechnic module is used to define, set, and edit pyrotechnic attributes;
[0008] The special effect simulation module is used to set and edit the properties of the pyrotechnics and the light agent particles by using the pyrotechnic module and the light agent particle module according to the type of firework required to be simulated, and generate the firework special effects by injecting the light agent particles to simulate the process of pyrotechnic explosion.
[0009] Preferably, the properties of the light agent particles include speed, size, texture, life cycle, location, and age.
[0010] Preferably, the pyrotechnic properties include explosion delay time, initial explosion velocity, position, discharge time, and the angle range of the light agent particle injection.
[0011] Preferably, the special effects simulation module includes the following sub-modules:
[0012] The initialization sub-module is used to initialize various attributes of the fireworks;
[0013] The blasting sub-module is used to inject light agent particles, that is, add new light agent particles and initialize the properties of the light agent particles;
[0014] The update sub-module is used to delete the dead light agent particles and update the properties of the survival light agent particles according to the time interval set by the user;
[0015] The display sub-module is used to display pyrotechnic special effects according to the properties of the luminous agent particles.
<sup>[0016]</sup>Preferably, the properties of the light agent particles further include gravity parameters, wind parameters, and explosive drag parameters.
[0017] Preferably, the properties of the light agent particles further include life cycle variance, size variance, and velocity variance.
[0018] Preferably, the pyrotechnic attributes also include branching attributes, and when the light agent particles are sprayed, it is first judged whether the pyrotechnics has
Branch. If there is no branch, the particles are randomly distributed within the specified angle range. If there is more than one branch, the particles are emitted to any branch.
[0019] Preferably, when initializing the properties of the light agent particles, a time-related size and texture key frame are set, and the size and texture attributes of the light agent particles corresponding to each time point are updated according to the key frames.
[0020] Preferably, the light agent particles are grouped, and the attributes common to each group of light agent particles are set as the attributes of the light agent particle group.
[0021] Benefits
[0022] The pyrotechnic special effects simulation system based on the game engine proposed by the present invention uses the particle system of the game engine to simulate the pyrotechnic explosion process, which can simulate in real time a pyrotechnic setting effect similar to the real world.
Description of the drawings
[0023] FIG. 1 is a block diagram of a pyrotechnic special effects simulation system based on a game engine implemented in Embodiment 1;
[0024] FIG. 2 is a block diagram of a pyrotechnic special effects simulation system based on a game engine implemented in Embodiment 1.
Detailed ways
[0025] Hereinafter, the preferred embodiments of the present invention will be described in detail with reference to the accompanying drawings.
[0026] Figure 1 shows a specific embodiment of the system of the present invention. This embodiment is implemented based on the particle system of the game engine.
[0027] The visual effect of fireworks is formed by the burning of light agent particles scattered in the air. Therefore, the idea of the present invention is to use the basic particles of the game engine to describe the burning light agent particles, the injection behavior of the particle injector to describe the behavior of the pyrotechnic releasing light agent particles, and the birth, movement, change, and death of the particles. Three stages to describe the burning and movement process of the light agent particles. The collection of all surviving particles at the same time constitutes a firework model.
[0028] This embodiment implements a pyrotechnic special effect simulation system based on a game engine, including a light agent particle module, a light agent particle group module, a pyrotechnic module, and a special effect simulation module, wherein
[0029] The light agent particle module is used to define, set and edit the properties of light agent particles based on the particle system of the game engine;
[0030] The pyrotechnic module is used to define, set, and edit pyrotechnic attributes;
[0031] The special effect simulation module is used to set and edit the properties of the pyrotechnics and the light agent particles by using the pyrotechnic module and the light agent particle module according to the type of firework required to be simulated, and generate pyrotechnic special effects by injecting light agent particles to simulate the process of pyrotechnic explosion.
[0032] Fireworks set off in the real world, the pyrotechnic tube is equipped with fuze, gunpowder, and gunpowder. A pyrotechnic tube can also be equipped with multiple sub-tubes, and the sub-tubes can also be nested with sub-tubes. After the fuze is ignited, it will ignite the gunpowder and artillery charge in the cylinder, and the firework will explode; the outer cylinder fuze will also ignite the fuze of the sub-cylinder. After burning the cartridge gunpowder and gunpowder, the cartridge fireworks exploded. In this process, the main influences on the visual effects of the pyrotechnic special effects simulation are the length of the discharge fuze and the propelling force when the gunpowder explodes. The length of the discharge fuze is proportional to the time interval from the ignition of the firework to the explosion. The propelling force during the explosion of the gunpowder will affect the movement of the light agent particles and the cartridge. In Example 1, we simplified the process of pyrotechnic explosion. The length of the pyrotechnic fuze was set with the explosion delay time; the explosive thrust of the gunpowder was set with the initial velocity of the explosion.
[0033] In order to simulate the firing process in the simulation system, the firing position and firing time of the firework are necessary attributes. The discharge time may be as short as a few milliseconds (explosion) or as long as 10-20 seconds. In addition, each firework has a basic attribute that is the shape of the firework. The shape of the firework corresponds to the distribution of the light agent particles in the three-dimensional space. In Example 1, through
The properties of minimum horizontal angle, maximum horizontal angle, minimum vertical angle, and maximum vertical angle define the distribution of the light agent particles in the three-dimensional space, that is, the spray angle range when the light agent particles are sprayed.
[0034] The light agent particles of this system are realized by the particle system of the game engine. The properties of the light agent particles are determined according to the application characteristics of the system. According to the application characteristics of the system, Example 1 defines the properties of the light agent particles related to the pyrotechnic effects, including speed, size, texture, life cycle, location, and age. Among them, speed and position are motion attributes, and size and texture are visual attributes. Motion attributes and visual attributes are updated frame by frame when displayed. If the age of the light agent particles reaches the life cycle, they will die.
[0035] The pyrotechnic properties and the properties of the light agent particles in Example 1 are shown in Table 1.
[0036] Table 1
<td colspan="2">Pyrotechnic properties</td><td>Properties of light agent particles</td>
<td></td><td>Explosion delay time</td><td>speed</td>
<td></td><td>Initial velocity of explosion</td><td>size</td>
<td>[0037]</td><td>position</td><td>Texture</td>
<td></td><td>Set off</td><td>Life cycle</td>
<td></td><td>Spray angle range of light agent particles</td><td>position</td>
<td></td><td></td><td>age</td>
[0038] The pyrotechnic module and the light agent particle module in Embodiment 1 not only define the related attributes of the pyrotechnic and light agent particles, but also realize the parameterized control of these attributes, and realize the definition, setting and editing of the attributes in the form of parameters. The control of the parameters completes the modeling of the procedural model of the fireworks.
[0039] The special effects simulation module in Embodiment 1 includes the following sub-modules:
[0040] The initialization sub-module is used to initialize the properties of the fireworks. In the initialization sub-module, according to the characteristics of the fireworks to be simulated, the explosion delay time, the initial explosion speed, the explosion position, the discharge time and the light agent particle injection angle range of the fireworks are set.
[0041] The detonation sub-module is used to inject light agent particles, that is, add new light agent particles and initialize the properties of the light agent particles. The initial ejection direction of the light agent particles is randomly determined in the range of the angle of the light agent particles. According to the initial explosion velocity of the firework and the initial injection direction of the light agent particles, the initial velocity vector of the light agent particles is calculated. The initial position of the light agent particles is calculated according to the explosion position of the firework. The size, texture, and life cycle of the light agent particles are set by the user according to the characteristics of the fireworks. The age of the light agent particles records the survival time of the light agent particles after they are produced, and it is initialized to 0. If it reaches the life cycle, it will die.
[0042] The update sub-module is used to delete the dead light agent particles and update the properties of the living light agent particles according to the time interval set by the user.
[0043] The display sub-module is used to display special effects of fireworks according to the properties of the living light agent particles.
[0044] Embodiment 2 is another embodiment of the system of the present invention, and its module structure is shown in FIG. 2. In Example 2, in order to better simulate the special effects of pyrotechnics and describe the various state changes of the light agent particles in a three-dimensional environment, the concept of "force field" is introduced. The force field is processed separately as a module, and the force field is controlled by The parameters of, you can control the trajectory of the particles in the field. To this end, the properties of the light agent particles in the embodiment also include gravity parameters, wind parameters, and explosive drag parameters. Through the parameters of the force field, combined with the position and movement speed of the light agent particles in the current frame, the light agent particles in the next frame can be calculated
position.
[0045] In real situations, the movement process of fireworks cannot be completely accurate. Therefore, the particle motion in the simulation system also needs a certain degree of randomness to appear realistic. In order to describe this randomness, the properties of the light agent particles in Example 2 also include life cycle variance, size variance, and velocity variance. That is to determine the variation range of each light agent particle, and then randomly determine the corresponding attribute value within the range.
[0046] In real situations, complex fireworks can often be divided into many branches, and the light agent particles of each branch are sprayed in a small angle range. In order to simulate this effect, the pyrotechnic attributes in Example 2 also include branching attributes. When spraying the light agent particles, it is first judged whether the pyrotechnics has branching. If there is no branching, the particles are randomly distributed within the specified angle range. If there is one branch, the particles will be emitted to any branch.
[0047] In real situations, the size and texture of the light agent particles often change over time. Therefore, Embodiment 2 sets time-related size and texture key frames, and updates the size and texture attributes of the light agent particles corresponding to each time point according to the key frames. When initializing the light agent particle properties, the set light agent particle size and texture attributes are a time-related size and texture series. For the time point between two key frames, the corresponding size and texture attributes can be calculated by interpolation. value.
[0048] In the simulation system, since the number of light agent particles is very large, it is necessary to simplify the properties of the light agent particles as much as possible. In addition, the pyrotechnic lighting effect is composed of a large number of light agent particles. These light agent particles are not completely independent. They can often be divided into several light agent particle groups. Each group of opto-mechanical particles have the same chemical composition and show similar visual effects when burned. Therefore, in Example 2, the light agent particles are grouped, and the attributes common to each group of light agent particles are set as the attributes of the light agent particle group. The grouped pyrotechnics, light agent particle group, and light agent particle attributes are shown in Table 2:
[0049] Table 2
[0050]
<td>Pyrotechnic properties</td><td>Properties of light agent particle group</td><td>Properties of light agent particles</td>
<td>Explosion delay time</td><td>Gravity parameter</td><td>speed</td>
<td>Initial velocity of explosion</td><td>Wind parameters</td><td>size</td>
<td>position</td><td>Explosion drag force parameter</td><td>Texture</td>
<td>Set off</td><td>Life cycle variance</td><td>Life cycle</td>
<td>Spray angle of light agent particles Fan Wei</td><td>Size variance</td><td>position</td>
<td>Branch</td><td>Velocity variance</td><td>age</td>
[0051] Although the embodiments of the present invention are described with reference to the accompanying drawings, those skilled in the art can make various modifications and variations without departing from the spirit and scope of the present invention, and such modifications and variations fall into Within the scope defined by the claims of the present invention.
3 sheets
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Numbers
- Publication
- 109871663
- Publication, DOCDB
- 109871663
- Publication, EPODOC
- CN109871663
- Application
- 102761508
- Application, DOCDB
- 201910276150
- Application, EPODOC
- CN201910276150
Titles2
- Chinese
- 基于游戏引擎的烟火特效仿真系统
- English
- Firework special effect simulation system based on game engine
Classification
- IPC, 1
- G06F17 50