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The Research And Implement Of3D Scene Rendering Technology

Posted on:2013-12-03Degree:MasterType:Thesis
Country:ChinaCandidate:M ZhongFull Text:PDF
GTID:2248330374951522Subject:Signal and Information Processing
Abstract/Summary:PDF Full Text Request
Rendering technology, computation and output of the graphics data can be used to draw three-dimensional scene. Minimum standards for scene screen refresh rate is30frames/sec, higher than the standards will not produce the skipping phenomenon or running out of memory crashes, can make the viewer screen smooth feeling. Rendering techniques in recent years has become a hot research field of computer graphics, virtual reality, and image processing.Three-dimensional scene rendering techniques is mainly to solve the contradiction between the limited computer system resources and the mass of the scene data. Acceptable rendering errors and rendering, taking into account both is perpose of the research objectives of this article. The solution for this contradiction is the level of detail rendering of terrain classification, details and more close-range vision for details less, reducing the CPU rendering burden; the sky scene using static skybox model. However, the classification of terrain rendering level of detail is prone to grid crack, the static skybox fidelity is relatively limited.Summarize the previous research results on the basis of, in conjunction with their research, the specific content of the work are as follows:(1) The terrain simulation:First of all on the same set of terrain data, respectively, to achieve direct rendering, and based on the LOD rendering. Direct rendering applicable to small-scale terrain rendering scenes are too sharp. The LOD-based rendering can be applicable to large-scale terrain, while rendering the scene more realistic, so this selection based on the LOD terrain rendering technology. LOD algorithm requires frequent reorganization of the grid characteristics for quadtree LOD terrain data easily accessible format. Quadtree-based structure, LOD algorithm node evaluation criteria used in this article.(2) Terrain mesh optimization:LOD terrain rendering is easy to generate the grid crack. We optimize the traditional grid crack approach point method and jump point method, we use a split when there is any need to continue to be split when a node’s child nodes, all the child nodes of the node to continue ideas, The experiment results show that the use of this idea requires statement of procedures to judge a substantial reduction, but get more terrain details, time-consuming and effect are very satisfactory.(3) Sky simulation:we achieve the SilverLining-based dynamic sky rendering, and integrate with OpenGL. Compared with the traditional sky simulation, there is not drawn to simulate the sky through a simple blue gradient background, but based on real-time physics simulation with the solar spectrum astronomical calculation of the relative position of the sun, from the point of view of the horizon data to simulate the scattering of light through the Earth’s atmosphere and the gradient effect. The effect is more realistic, while the increase in resource consumption is not much.Based on Visual C++6.0and OpenGL open source library, SimNatuer open source database design and realize the3D scene system. The system is to ensure the smooth running speed of the premise, to simulate a virtual world, three-dimensional world roaming handle. Depth of field effects and shading effects has a good sense of reality.
Keywords/Search Tags:3D scene rendering, Quadtree, LOD model, OpenGL, SilverLining
PDF Full Text Request
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