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Research And Implementation On Terrain Following And Matching Technology Of Weaponry Platform Entities In Virtual Battlefield

Posted on:2003-07-24Degree:MasterType:Thesis
Country:ChinaCandidate:X H PanFull Text:PDF
GTID:2168360092999005Subject:Computer Science and Technology
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The Terrain Following and Matching Technology is one of the important technologies to implement simulating-fidelity of locomotive entities in virtual environment. It is widely required in many fields, such as virtual battlefield, virtual city, vehicles drive-training system and computer games.People hope to have a really visual experience in the virtual world just like in the real world. Thus the locomotive entities that should drive on the surface of the terrain should run just on the terrain. They should jounce according to the elevation change of the terrain. It is not wanted that they fly above the ground for much longer time or that they are driven into the terrain. The technology to reach these goals is named as terrain following and matching technology. And the characteristic that the terrain mustn't be penetrated can also be thought of as the solid physical characteristic of the terrain.The terrain following and matching technology has a close relationship with the technology of terrain rendering. In this thesis, a fast continuous LOD terrain-rendering algorithm [6,31] is presented. Based on this terrain surface rendering algorithm, a terrain following and matching algorithm of on-land weaponry platform entities is proposed and implemented. The landscape simulation software tool of MultiGen-Paradigm incorporated, Creator and Vega, is used. The whole simulation programs are composed of some characteristics of the software tool, our own terrain surface rendering algorithm and the terrain following and matching function. The simulation result is well and effective.In this thesis, the terrain following and matching algorithm of under-water weaponry platform entities is proposed, too. And the collision detection problem in the virtual battlefield is analyzed and part of the collision detection algorithms is implemented in the simulation program. The achievements of this thesis have important practical and realistic significance to enhance the simulation-fidelity of locomotive weaponry platform entities in the virtual battlefield.
Keywords/Search Tags:Virtual Battlefield, Terrain Surface Rendering, Terrain Following and Matching, Collision Detection, Collision Avoidance
PDF Full Text Request
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