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Research On 3D Cloud Real-Time Rendering Technology For Flight Simulator

Posted on:2020-12-14Degree:MasterType:Thesis
Country:ChinaCandidate:K W ChenFull Text:PDF
GTID:2428330578963924Subject:Software engineering
Abstract/Summary:PDF Full Text Request
Three-dimensional cloud real-time rendering system for flight simulation is different from general outdoor scene rendering system.It has the characteristics of large viewpoint altitude and fast motion speed,which requires larger range of cloud field data and more efficient real-time rendering technology to support.Further,it is hard to improve the visual realism of cloud field,and there is a lack of similar solutions in the existing real-time three-dimensional cloud rendering systemIn view of these problems,this thesis proposes a three-dimensional cloud field rendering method based on volume rendering,which has a great improvement in scale,real-time,visual realism and controllability.In terms of scale,this thesis simply expands the two-dimensional satellite image into three-dimensional structure and adds noise to the three-dimensional structure.By selecting the improved procedural noise,the rendering quality of the system under various distance conditions is realized.In terms of real-time performance,the improved procedural noise is faster than the traditional synthetic noise.Using the technology of rendering to screen and the technology of partial of frame updates,it makes up for the inefficient shortcoming of the calculation-intensive algorithm of the ray marching algorithm.In the aspect of realism,extracting gray value and classifying data from FY2 E satellite.By using the method of multi-layer cloud field rendering,the problem of information loss encountered when the two-dimensional image is expanded to three-dimensional structure is effectively improved under the premise of keeping the frame rate unchanged.In terms of controllability,the parametric processing of process noise in this thesis can adjust the synthesis of noise in real time in the system,and then adjust the performance of cloud field.In the second chapter,this thesis introduces some basic knowledge of cloud.In the third chapter,the attempt of three-dimensional cloud rendering technology in the field of graphics is introduced,and the classification and induction are carried out.The fourth chapter of this Thesis introduces the basis of illumination calculation and emphatically discusses the related knowledge of the important scattering phase function.The fifth chapter of this Thesis introduces in detail the implementation of the rendering system in the subject,which can effectively reduce the dependence on memory and computing resources by using the technology of rendering to screen.in the the experiment of fifth chapter,we can find that the optimized sampling algorithm has better close effect and farther detection distance for the sparse volume problem of clouds This procedurl noise is simple and fast,which can meet the multi-distance rendering task and it also has excellent controllability.Although the multi-layer cloud field reconstruction method that we use is simple,it can achieve better results.
Keywords/Search Tags:cloud simulation, real time rendering, procedural noise, cloud reconstruction, ray march, flight simulation
PDF Full Text Request
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