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CN-121997683-A - Real-time interactive hybrid ocean simulation method and simulation system based on unified spectrum control

CN121997683ACN 121997683 ACN121997683 ACN 121997683ACN-121997683-A

Abstract

The invention relates to a real-time interactive hybrid ocean simulation method and system based on unified spectrum control, wherein the method comprises the following steps of obtaining environmental wind field parameters and generating unified sea wave spectrum; based on the unified wave spectrum, generating a JONSWAP spectrum model by adopting fast Fourier transform, simulating a global wave field by using the JONSWAP spectrum model, determining the position of an interactive object, dynamically injecting wave particles at the boundary of a local area corresponding to the position based on the unified wave spectrum, generating near field fluctuation, and superposing the near field fluctuation to the global wave field to form a continuous mixed sea surface. Compared with the prior art, the method has the advantages of unified spectrum control, high-efficiency parallel calculation, strong physical consistency and expandability and the like, and realizes unified simulation of a large-scale continuous sea surface and a local interaction area.

Inventors

  • Xue Shengze
  • XIAO SHUANGJIU

Assignees

  • 上海交通大学

Dates

Publication Date
20260508
Application Date
20251226

Claims (10)

  1. 1. The real-time interactive hybrid marine simulation method based on unified spectrum control is characterized by comprising the following steps of: acquiring environmental wind field parameters and generating unified sea wave frequency spectrum; based on the unified sea wave spectrum, generating JONSWAP spectrum models by adopting fast Fourier transform, and simulating a global wave field by using the JONSWAP spectrum models; And determining the position of the interactive object, dynamically injecting wave particles on the boundary of a local area corresponding to the position based on the unified sea wave spectrum, generating near-field fluctuation, and superposing the near-field fluctuation to a global wave field to form a continuous mixed sea surface.
  2. 2. The real-time interactive hybrid marine simulation method based on unified spectrum control of claim 1, wherein a frequency range is determined based on the unified sea wave spectrum, the frequency range is discretized by adopting a frequency bucket division mode, total energy is distributed into a plurality of frequency buckets according to an equal energy principle, and sampling and evolution are carried out by taking the frequency buckets as basic units when the JONSWAP spectrum model and dynamic injection wave particles are generated.
  3. 3. The real-time interactive hybrid marine simulation method based on unified spectrum control of claim 2, wherein the dynamic injection wave particles comprise: constructing a two-dimensional direction spectrum based on the amplitude parameter, the peak frequency and the peak enhancement factor of the unified wave spectrum and combining a direction diffusion function, and determining the parameter of a single particle based on the two-dimensional direction spectrum; and injecting newly generated wave particles into the boundary of the local area, and updating all particle positions and states in the area according to the propagation direction and the wave speed.
  4. 4. A real-time interactive hybrid marine simulation method based on unified spectrum control according to claim 3, wherein said determining parameters of individual particles comprises: Based on the two-dimensional direction spectrum, carrying out joint sampling on a frequency bin and a direction to obtain the frequency and the direction of a single wave particle; wave numbers and wavelengths are calculated from angular frequencies according to the deep water dispersion relation, and particle amplitudes are determined from the two-dimensional direction spectrum energy densities.
  5. 5. The real-time interactive hybrid marine simulation method based on unified spectrum control according to claim 2, wherein the estimating process of the wave particle injection quantity when dynamically injecting wave particles comprises: Taking a neighborhood in a position setting range of the interactive object as a local wave particle area, and regarding the local wave particle area as a rectangular or square boundary; and calculating theoretical energy flux entering the local area from the far field according to the boundary length, the corresponding wave speed of the frequency bucket and the frequency spectrum energy density in a given time step, and converting the theoretical energy flux into the corresponding wave particle injection quantity.
  6. 6. The unified spectrum control-based real-time interactive hybrid marine simulation method of claim 2, wherein superimposing the near-field fluctuations to a global wavefield comprises: According to the frequency bucket, GPU parallel computing is adopted to realize real-time evolution and high texture fusion of wave particles, and a local wave height map is generated through multi-layer texture caching and convolution smooth synthesis; And fusing the local wave height map and the global schedule map corresponding to the global wave field according to the distance weight.
  7. 7. The real-time interactive hybrid marine simulation method based on unified spectrum control of claim 1, wherein the ambient wind farm parameters include wind speed, wind direction and effective fetch conditions.
  8. 8. The real-time interactive hybrid marine simulation method based on unified spectrum control of claim 1, further comprising: the interaction object calculates buoyancy and attitude change according to the height and normal direction of the mixed wave surface, and reversely excites wave particle disturbance constrained by frequency spectrum so as to realize energy closed-loop interaction of the object and sea wave.
  9. 9. The real-time interactive hybrid marine simulation method based on unified spectrum control of claim 1, further comprising: rendering the mixed sea surface, and outputting a final sea surface picture with a visual effect.
  10. 10. The real-time interactive hybrid marine simulation system based on unified spectrum control is characterized by comprising the following steps of: the unified frequency spectrum control module is used for acquiring the environmental wind field parameters and generating unified sea wave frequency spectrum; The FFT global wave field generation module is used for generating JONSWAP spectrum models by adopting fast Fourier transform based on the unified wave spectrum, and simulating a global wave field by using the JONSWAP spectrum models; The wave particle local disturbance generation module is used for determining the position of an interactive object, dynamically injecting wave particles on the boundary of a local area corresponding to the position based on the unified wave spectrum, and generating near-field fluctuation; the far-near field fusion module is used for superposing the near field fluctuation to a global wave field to form a continuous mixed sea surface; the fluid-solid coupling module is used for calculating interaction force and feedback between the interaction object and the sea wave; and the rendering module is used for rendering the mixed sea surface and outputting a final sea surface picture with a visual effect.

Description

Real-time interactive hybrid ocean simulation method and simulation system based on unified spectrum control Technical Field The invention belongs to the technical field of computer graphics and virtual simulation, and particularly relates to a real-time interactive hybrid ocean simulation method and system based on unified spectrum control, which are used for realizing real-time interactive infinite ocean surface representation and simulation. Background In the fields of computer graphics and navigation simulation, high fidelity sea surface dynamic simulation is the core for constructing a virtual sea environment. The existing sea surface simulation method is mainly divided into a frequency spectrum model based on statistics and a local disturbance model based on mechanics. The spectrum-based FFT (fast Fourier transform) model is a mainstream technical scheme for realizing large-scale sea area real-time simulation. The method utilizes sea wave spectrum (such as JONSWAP spectrum and Phillips spectrum) to describe the energy distribution of sea surface in the frequency domain, and converts the frequency domain signal into the high-level field of the time domain through the FFT algorithm accelerated by the GPU. The dynamic ocean simulation method based on the fast Fourier transform, disclosed in the patent application CN114792360A, utilizes the GPU computing capability, utilizes a computing pipeline with the seamless combination of vulkan and rendering, and uses the FFT method to simulate the three-dimensional sea surface. The FFT model has extremely high calculation efficiency when processing a large-scale sea area of kilometer level, and can better represent periodic fluctuation characteristics under mature sea conditions. However, the method is essentially based on a sine wave superposition linear statistical model, and the description of fluid nonlinear dynamics is lacking, so that the method is difficult to generate physical and real local deformation and breaking wave effects when simulating strong interaction scenes such as object water entry, ship breaking and the like. The particle-based local disturbance model (such as SPH smooth particle fluid dynamics and PBD position-based dynamics) simulates the motion of a water body by solving the discrete form of a Navier-Stokes equation, and can accurately capture the fine physical phenomena of water body crushing, splashing, bidirectional coupling interaction and the like. However, the core pain is that the computational complexity increases exponentially with the number of particles, and even with the modern parallel computing technology, it is difficult to cover an infinite sea surface scene on the premise of keeping a high frame rate, and the method can be used as a patch of local details only. In summary, it is difficult to combine large-scale continuity, local interactivity, physical reality, and real-time performance simultaneously in the prior art. This bottleneck directly results in the inability to achieve a close physical-logical tight joint and an infinite sea surface effect that can achieve real-time response to external stimuli in high-fidelity applications such as Virtual Reality (VR), digital twin ocean platforms, and ship steering simulations. How to construct a hybrid architecture that can effectively couple global statistical spectrum characteristics with local kinetic particles remains a key challenge to be broken through in the current field. Disclosure of Invention The invention aims to solve the problem that the conventional sea surface simulation technology is difficult to consider between global continuity and local real-time interaction, and provides a real-time interactive hybrid sea simulation method and a simulation system based on unified spectrum control. The aim of the invention can be achieved by the following technical scheme: A real-time interactive hybrid marine simulation method based on unified spectrum control comprises the following steps: acquiring environmental wind field parameters and generating unified sea wave frequency spectrum; based on the unified sea wave spectrum, generating JONSWAP spectrum models by adopting fast Fourier transform, and simulating a global wave field by using the JONSWAP spectrum models; And determining the position of the interactive object, dynamically injecting wave particles on the boundary of a local area corresponding to the position based on the unified sea wave spectrum, generating near-field fluctuation, and superposing the near-field fluctuation to a global wave field to form a continuous mixed sea surface. Further, a frequency range is determined based on the unified sea wave spectrum, the frequency range is discretized by adopting a frequency bucket division mode, total energy is distributed to a plurality of frequency buckets according to an equal energy principle, and sampling and evolution are carried out by taking the frequency buckets as basic units when the JONSWAP spectru