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The Researches And Practices Of Realistic Terrain Display In Computer Games

Posted on:2010-09-21Degree:MasterType:Thesis
Country:ChinaCandidate:D Z ChengFull Text:PDF
GTID:2178360272995752Subject:Computer application technology
Abstract/Summary:PDF Full Text Request
With the computer hardware and software development, computer graphics has entered a new period, realistic graphics has reached a real-time rendering time. Military exercises, military simulation, virtual reality display of the terrain has been on high-end machines can run smoothly and achieve the desired results. Realistic terrain and game shows also fall far short of this effect, one of the reasons why the user's machine configurations are relatively low, not so fast CPU and GPU, more than enough memory. Software so designers must optimize the management of the bottom in order to achieve the desired effect. Another reason why computer games are not only realistic terrain display, but also including the game logic, artificial intelligence, physics simulation, collision detection and so on, which requires a part-time except for the realistic display, but also deal with these elements.More research only focuse on a simple majority of the treatment on the terrain, such as: the number of quadtree LOD (Level of Detail) method, ROAM (Real-time Optimally Adapting Meshes), in order to quickly make a lot of rendering effective management methods and rapid treatment methods, but few to add a variety of environmental elements, not add to the real terrain of the environment, and with its combination of good.This article focused on the game show realistic terrain and collision treatment, started from the terrain data optimization, and then add a variety of environmental elements, and finally deal with the collisions between objects and objects ,the collisions between terrain and objects.In this paper, generating the terrain data used to two kinds of algorithm, according to the needs , each algorithm has its own characteristics. The first method can generate a lot of the small hills, adjusting the parameters, you can adjust the height and rolling hills status. The first two kinds of terrain generation algorithm, you can finish stitching terrain. Because there are a lot of terrain algorithm, and all of them are pre-processing stages, so any kind of algorithm can be used will not affect the real-time rendering.For rendering terrain data, this article uses LOD quadtree approach ,and do optimize. The first pre-optimized treatment called DH matrix, fan-Pro program so not more than one level, thus avoiding rendering the LOD at the same time to carry out cracks . Because of pre-treatment, in order to save a lot of real-time rendering of time, speed up the rendering speed; second optimization is a new CPU and GPU in parallel, using Direct9.0, classification of the vertex format and materials, should be able to deal with dynamic vertex data, can also deal with the static vertex data, rendering the terrain so that a fan reached the fastest speed of the best, so that the entire terrain to reach the fastest rendering.In order to enhance the Surface realism, add a three-texture terrain, including terrain textures, light texture and detail texture. A high degree of terrain with different textures of the different terrain surface texture, using interpolation to generate ,the user based on the actual height of the terrain to give different texture, the final automatically generated real, continuous, the texture transition. Can also be in accordance with the direction of the sun to generate the surface texture of the light, the light texture generation process easy fast, this algorithm is actually 2D, for a rough simulation, because the human eye to distinguish the light is relatively low, so be confused as real ones, to achieve the desired results and can be changed according to the need for light, rapid re-generation of 2D terrain texture light, thereby changing the topography light can also be based on the color of the light source to regulate the light color to color to adapt to the terrain so that the corresponding light source color.Realistic in order to enhance the environment, add up the sky, the sea, halo, trees, shadows, and other animals. Rendering the water change, using a simple texture coordinates for Analog and mixed-use for rendering transparent, resulting in a calm and the water flow, if the machine can be hardware necessary to use differential equations to simulate the real water, and achieve the effect of reflection and refraction. The sky using the sky box rendering technology, coupled with a 6 cube box noodle texture, with the Z buffer to achieve, and you can add dynamic effects of refraction reflection sky. Objects in the shadow of the shadow of the use of two kinds of algorithm - Z buffer algorithm and Z test fails to test the success of a buffer algorithm, based on the needs of the dynamic changes in light source, the real simulation of static and dynamic shadow objects. The movement of animal bones animation using skin, bone in accordance with the level between the vertex, each bone are tied to the corresponding set of vertices, by updating the bone level, to change the vertex and vertex bone with inter-mixed hybrid method to a real animation to achieve animals roaming in the scene. In this paper, the use of billboard technology animation to simulate the explosion of mixed results, two kinds of ads to brand technology, are completely towards a camera, one is the only rendering in accordance with the Y axis. Billboards can be used to simulate trees, but also can simulate the effect of particles, rain, snow and other effects.In order to further speed up the display, the use of quadtree methods, tailor-made terrain camera, each leaf node surrounded by a space surrounded by boxes, and then the camera cut with the corresponding leaf node. With BHV (bounding hierarchical volumes) to manage objects in the scene and the camera quickly cut, do not put all the deleted objects can be seen go out. And added clever unlimited terrain, a terrain block to carry out splicing, rendering repeated to achieve a deceptive visual effects, so players really think that in the unlimited terrain, it saves a lot of memory space, and unlimited terrain rendering also reached the fastest results. Finally, add a physical collision with a quad-tree method for rapid management of objects on the topography and terrain, and deal with their mutual collision detection. First set up in accordance with the location of objects in the tree, and then the camera cut leaf node tree.
Keywords/Search Tags:LOD, Quadtree, BHV
PDF Full Text Request
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