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Research On Real-Time Visualization For Multi-Resolution Modeling Of Large Scale Battlefield Terrain

Posted on:2011-06-13Degree:MasterType:Thesis
Country:ChinaCandidate:L J WangFull Text:PDF
GTID:2178360302994592Subject:Computer system architecture
Abstract/Summary:PDF Full Text Request
Recently, because of the improvement in the battlefield environment simulation technology, the real-time simulation of the virtual battlefield environment is based on the battle simulation. Three-dimensional terrain scene is an important element of the virtual battlefield. The terrain data has been deepening in precision and extent with the development of the space map technology. It is a research hotspot how to organize the terrain data effectively, carry out multi-resolution model on the large scale terrain, and achieve the terrain roaming freely and wholly. The research goal of this paper is modeling to the large scale terrain where we can roam freely and wholly and optimization of its rendering efficiency. The work plays an important theoretical and realistic role in real-time visualization roaming of the large scale battlefield terrain.Firstly, after analyzing the latest international research findings of terrain out-of-core modeling algorithms, it was built on the multilayer data of multi-resolution designed by Lindstrom and the progressive grid designed by Hoppe from Microsoft Research. The quad-tree of layered sub-block and multi-resolution based indexing method was designed to organize the terrain data. The effect of terrain feature was imported to reconstruct node evaluation function, which can make the quad-tree visualization suitable for more application situations. It can ensure the lowest distortion of the terrain feature in an application situation. The method to eliminate cracks based on viewpoint matching method was designed. It realizes the seamless transition during the rendering process for a large amount of data mesh.Secondly, based on the establishing terrain model, in order to increase the reality of the terrain, a real time dual-cache structure has been designed, which reduces the frequency of data refresh effectively. The L-district updating technolopy was imported to update video memory, this will greatly reduce the efficiency of the system,Thirdly, the large scale battle terrain visualization system was designed and realized to validate the effectiveness of the multi-resolution terrain model. As a result, the system could achieve a good visual effect and a high frame rate, and implement visualization roaming freely and wholly on the large-scale battle terrain.Finally, the multi-resolution terrain model was applied in the 863 issue on large-scale visualization system. It realizes that high speed rendering and roaming on large space scene. The multi-resolution terrain model plays an important role in studying large-scale terrain panorama visualization roaming technology.
Keywords/Search Tags:Three-dimensional terrain, Virtual battlefield, Multi-resolution, Quad-tree, Terrain feature, Matching method, Texture mapping, Dual-cache structure
PDF Full Text Request
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