yang chun-ping, wu jian, wei ling, et al. Cloud scene simulation based on radiative transfer theory and fractal theory[J]. High Power Laser and Particle Beams, 2007, 19.
Citation:
yang chun-ping, wu jian, wei ling, et al. Cloud scene simulation based on radiative transfer theory and fractal theory[J]. High Power Laser and Particle Beams, 2007, 19.
yang chun-ping, wu jian, wei ling, et al. Cloud scene simulation based on radiative transfer theory and fractal theory[J]. High Power Laser and Particle Beams, 2007, 19.
Citation:
yang chun-ping, wu jian, wei ling, et al. Cloud scene simulation based on radiative transfer theory and fractal theory[J]. High Power Laser and Particle Beams, 2007, 19.
Methods for cloud scene simulation are analyzed and studied based on the properties of real cloud edge and distribution of sky radiance. A model is used to simulate cloud scene by means of fractal geometry algorithm after effects on the sky radiance of cloud are analyzed. Firstly, spectral radiances of cloud free sky and cloudy sky are respectively calculated according to the radiative transfer theory. A simulation method for cloud edge is developed based on the improved random generator after studying the properties of real cloud edge and self similar character of the fractal principle. Finally, a kind of algorithm implemented to create cloud texture is designed by making full use of radiance distribution of cloud sky, quadric random method and Diamond-Square interpolation. Consequently,