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The Management Of Date And Generation Of Special Effects In Virtual Battlefield

Posted on:2009-11-25Degree:MasterType:Thesis
Country:ChinaCandidate:J ZhengFull Text:PDF
GTID:2178360242999024Subject:Computer Science and Technology
Abstract/Summary:PDF Full Text Request
Virtual battlefield environment system include the modeling and drawing of the terrain scene, marine scene, weather scene and space scene. Because of the complex and large-scale scenes of virtual battlefield, The virtual battlefield environment System need processing the mass storage date of topography,entities, meteorology and space in real-time. This proposed a high demand on the scheduling algorithm and data structure to guarantee the real-time display and interaction with good visual effect.This Paper based on the analysis of real-time rendering and data management organizations, after the study of main question, we gives a algorithm to reach this request. In this paper, the main work and the major research achievements include:First, Facing the efficiency problem of memory data organization in tradition's Large-Scale drawing system, this paper led ontology into the drawing system of 3D circumstances. After analyzing of atom ontology which consume the most system resource, presents an ontology-based memory data management algorithm scheme. Test result explains this method can make the consuming of system resource minimal in drawing scenery's atom ontology, the drawing efficiency of 3D circumstances system improved greatly.Second, Using of the particle systems to render the battlefield effects in real-time. After the research of physical model of battlefield effects,we give a simplified model which based on the mathematical modeling method to guarantee the good drawing effect and improve the efficiency of rendering. Finally completed the simulation of flame, smoke, water column, trails, explosions and stern waves of Ship. This battlefield effects have applied to the virtual battlefield rendering system. Greatly enhance the system's "immersion flu" and the "real degree".Third, We propose a Framework based the GPU to improve the battlefield effects Rendering. Using this methods, The particle parameters update always conducted in video memory, The powerful multi-channel parallel processing of GPU highly accelerate the processing of particles, made a less communication between the CPU and GPU.At last, This paper summarizes the final work, and forecast the next phase of work.
Keywords/Search Tags:Virtual Battlefield, Scene Graph, ontology, task ontology, particle system, Special effectd
PDF Full Text Request
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