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Research On The Path Planning Algorithm Of Virtual Force And Attack-Defense Countermeasure Visual Simulation

Posted on:2008-02-14Degree:MasterType:Thesis
Country:ChinaCandidate:J H ChangFull Text:PDF
GTID:2178360245497658Subject:Computer Science and Technology
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As the technology is developing, the modern war puts forward a series of extremely complicate new problems to campaign personals, such as, the enormous costing and poor security in conventional drills. Thus, the establishing of virtual battlefields, namely, the automation of the sham battle and the military training provides a quite effective solution to it.The distributed visual simulation refers to a simulation system which is based on the common framework and theory, and could represent the real-time status and results in the form of 3D dynamic graphics. In the dissertation, the high level architecture (HLA) of Distributed Interactive Simulation (DIS) system and virtual reality technology (VR) have been combined to study virtual battlefield, and a simple DIS system has been developed, which can dynamically simulate the fight course of attack-defense countermeasure in real time. Furthermore, the dissertation presents some main technologies while developing the system, including the modeling of virtual battlefields, Computer Generated Force (CGF) and DIS etc.The modeling of virtual battlefield environment is the base of the visual simulation system of virtual battlefield. The modeling technologies of 3D terrain environment, virtual forces and special effect are the main aspects researched in this dissertation. The scene of virtual battlefield is a large-scale virtual scene. In virtual battlefield the scale of data needed to be processed is so large that the speed of rendering scene is slowed down. So the terrain Level of Detail (LOD) technology, multi-resolution texture and terrain data dynamic scheduling algorithm are used in the dissertation to improve the real-time performance of visual simulation. Also the professional modeling and real-time render tools have been used to reduce the amount of polygon and speed up the rendering rate of the scene. Furthermore, in order to make the virtual scene more vivid the dissertation analyzes on the special effect of virtual battlefield, such as smoke and dust.Computer Generated Forces (CGF) are artificial entities with some intelligent behavior in virtual battlefield, which are controlled and supervised by computer program. First of all, CGF entities need to move autonomously in virtual battlefield, so they must plan the optimal path ahead. The path planning algorithm of CGF entities based on real terrain data is researched in this dissertation. The current status of path planning research was analyzed firstly, on the basis of analysis and comparison of these algorithms, the dissertation presents an algorithm which reduces the search space through terrain sub-sampling. Furthermore, this method has been applied into the path planning of virtual tank and virtual helicopter and obtains the better experimental result.The purpose of HLA is to improve the interoperability and reuse of distributed interactive simulation. In this dissertation, the HLA and the development processes of federation are introduced. Then a virtual battlefield visual simulation system was developed.
Keywords/Search Tags:Virtual Battlefield, Distributed Interactive Simulation, Modeling, Computer Generated Forces, Path Planning
PDF Full Text Request
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