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Research On Partition-Based Virtual Environment Modeling Algorithm

Posted on:2005-09-20Degree:MasterType:Thesis
Country:ChinaCandidate:C G ZhangFull Text:PDF
GTID:2168360122498796Subject:Computer applications
Abstract/Summary:PDF Full Text Request
Recently, with the rapid development of the computer technology, virtual reality has been used in more and more fields, and with the popularization of Internet, the evolution of the distributed virtual reality has been accelerated. As the emphases and the difficulty of the research about the virtual reality, to display the scene of the distributed virtual environment in time plays an important role, and the modeling and partition strategy of the virtual scene can affect the real-time display of the scene largely, so they are main content of the research of the virtual reality, we stress some arithmetics about the modeling and partition strategy, and we get some achievements as follows:Firstly, the research of main modeling method in virtual scene has been given. Usually, the existing modeling method is based onthe use of the single or some of the modeling methods, such as geometrical modeling, motorial modeling, physical modeling and object character modeling. So the result is: the characteristic of one side for the scene is prominent, but the other side is very poor. In this thesis, we use all these modeling methods, geometrical modeling to objects which need high realistic, motorial modeling to which require more movements. Then the result will be better: no prominent on one side, but the limitation of the method we mentioned is improved.Secondly, we research the partition strategy to the existing scene in detail which is based on the regular quadrangle. So its attempering strategy is to adopt "1+8+16"strategy when the viewpoint moves. Under the elicitation of honeycomb telephone service net, we ameliorate the existing arithmetic, propose a partition strategy based on regular hexagon. When viewpoint moves, there are six blocks near to the current visible area may be the next one, while the outer 12 blocks may be the pre-visible area of the next visible area. So while displaying the current visible area,we should make sure that the scene data information of the corresponding 6 pre-visible areas has been operated, and they have been saved into memory together with that of the current visible area. Meanwhile, the data of 12 pre-visible areas been operated parallelly. This strategy can be called "1+6+12" strategy in this thesis. That is: to display 1 block , fold 6 blocks, compute 12 blocks. Its merit is the special complexity has been reduced evidently when the scene displayed , and the real-time ability and immersion has been improved.Thirdly , the scene is saved in the array linking list in one-dimension, we bring forward X+Y saving-arithmetic which is an improvement for the existing array in two_dimension. That is to say we add the first-refrence on the base of the former , which quickens up the lookup for the scene block , improves the speed of the orientation and boosts up the real-time ability.Lastly, we put forward a little improving advice for modeling to the single block sence in this thesis.
Keywords/Search Tags:Virtual Reality, Distributed Virtual Reality, Environment, LOD, Partition Strategy
PDF Full Text Request
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