Particle System Applied to Simulation Technology of Transformation between Fluid and Moving Solid

Chia-Horng Lin, Pei-Yu Tseng · 2021 IEEE 3rd Eurasia Conference on IOT, Communication and Engineering (ECICE) · 2021

In the technology of 3D computer-generated images, fluid shapes, flames, and non-solid forms are difficult to express naturally using the common model and rendering technology. Therefore, those substances usually use particle systems to simulate. Digital simulation technology usually uses software emitters to generate particles and influences to control their direction, number, speed, collision, and other actions. Those influences are set according to the parameters of physical principles. In the natural environment, the appearance of such substances is usually determined by external forces, such as gravity, wind, or artificial power, so there are no fixed shapes. However, several special media interfaces with the themes like science education, industrial or military simulation. Communication industries like movies, web pages, games, and virtual reality with creative images require fluids to be presented in fixed shapes. Taking the complex transformation between human body movements and fluids as an example, this study uses the liquid water produced by the particle system to transform dance movements into splashes and mists. By integrating software with different functions, such as Autodesk Maya, NexLimit RealFlow, Adobe After Effect, and others, the research method first builds a model based on the "motion" of a dancer's figure, sets up a skeleton, and binds it to animate according to the live-action. Then, it generates water particles to follow or aggregate on the model forming a body shape. During the production process, each parameter value operation test and record are performed at the same time, and the parameter value consistent with the action rhythm is summarized for simulation. This study organizes parameter setting methods of transformation simulation between fluid and moving solid from the particle system, and serves as a reference for computer graphics and digital media technology.

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