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Key Techniques For Training Oriented Driving Simulation

Posted on:2008-06-30Degree:MasterType:Thesis
Country:ChinaCandidate:X C FengFull Text:PDF
GTID:2178360212985029Subject:Computer applications
Abstract/Summary:PDF Full Text Request
The development of computer graphics and virtual reality supplies the developing of driving simulators with better theory and developing environment. Through the virtual vision, audio effect and motion simulation produced by computer during the driving process, driver will be immersed in virtual driving environment and feels like driving in a real car. According to these visual, aural and haptic feelings, driver would construct his driving action and know how to control the virtual cab.Our driving simulator named TODS is designed under the human-in-loop realtime simulation mode, which provides 120° horizontal FOV and realistic visual feedback giving the driver a realistic feeling of immersion similar to the feeling in a real moving vehicle. TODS utilizes up-to-date real-time rendering techniques in Vertex Shader and Pixel Shader to make it more flexible to implement more real-time rendering algorithms in GPU so as to enhance the system function.This paper describes the human-computer interaction of TODS, which works at parameter selection module and error notification module. More skills are needed during difficult time and bad weathers, such as night, rainy and foggy. We use particle system to simulate rainy weather and utilize discrete surface model to describe raindrops' distribution on a glass plate. Scene model is designed and constructed according to the "Driving Test Specification" in China. We use modular construction method based on tile in the work of scene authoring in TODS. Driving simulation should play a role as a coach, so our system has an error notification and score-evaluation module to assure that driver could know the training effect. He could be specially concerned with correcting the corresponding mistake, then drive better.
Keywords/Search Tags:training oriented, virtual reality, particle system, discrete surface model, bump mapping, tile based modeling
PDF Full Text Request
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