Font Size: a A A

Research And Application Of Simulation Rendering Technology Of Deep Sea Near Shore In Flight Simulation Scene

Posted on:2022-03-24Degree:MasterType:Thesis
Country:ChinaCandidate:R M NiFull Text:PDF
GTID:2492306551970969Subject:Master of Engineering
Abstract/Summary:PDF Full Text Request
Restricted by human and aircraft costs,simulation technology has been highly used in warlike flight analog drill field.Flight simulator is a very convenient training installations.As an important part of the simulation scene,ocean plays an important role.The more realistic ocean can bring pilots a higher immersion.In the scene of flight simulator,it is necessary to simulate the ocean with a high degree of reality,keep the frame rate stable and render the ocean in different regions of different airports,so it is also necessary to adapt the terrain.With consideration of these problems,this paper studies and applies the research results to the flight simulator.First,aiming at the problem of improving the ocean permeability,this paper analyzes the existing subsurface scattering algorithm and the improved algorithm.Finally,combined with the actual terrain parameters of the flight simulator,the calculation of the sea surface color is divided into the calculation of traditional lighting and translucent material,so the mixed color is obtained.In this paper,the illumination environment of the ocean,including the influence of the dynamic objects in the air on the ocean,and the reflection of the plants on the shore are simplified.The sky illumination in flight simulation is used as the main illumination,then according to the approximate algorithm of fast subsurface scattering,the computational complexity of the primary subsurface scattering equation is reduced.Second,in order to solve the problem of rigid boundary curve of land and sea in flight scene,this paper proposes to simulate the depth map of the distance between the viewpoint and the water depth by marking the value of texture g channel of inshore terrain.Then obtain the texture map of different colors which matched by the difference,so as to realize the color change from deep sea to inshore,and convert the wave frequency by time variable.So as to simulate the effect of inshore spray scouring towards the shore,it simplifies the computational complexity of the traditional nearshore numerical model or SPH to simulate the nearshore wave generated current.Then realizes the nearshore rendering and softens the land sea boundary curve by combining with the flight simulation of the actual terrain.Third,in view of the fact that the bubbles near the shore are not real enough,the nearshore foam is drawn by dividing the terrain position and defining the height threshold of the water surface,and the details of the nearshore grid are optimized.That is,the detailed level of the junction is more abundant,which makes the nearshore foam more lifelike.At the same time,for the airports that need to render the ocean,such as Zhuhai and Hong Kong airports,mark the channel in the corresponding terrain texture and recognize the mark in the terrain shader.Then render the ocean texture only at the mark,which not only reduces the useless rendering,but also solves the problem of river matching.The algorithm experiments of flight rendering engine verify the effectiveness of the improved fast subsurface scattering approximation,inshore rendering and terrain matching.In the visual scene,it improves the transparency of the ocean,and makes the original rigid land and ocean boundary curve softer.Through the frame rate comparison,the efficiency of the algorithm is verified.
Keywords/Search Tags:flight simulation, deep sea rendering, inshore rendering, subsurface scattering approximation, terrain adaptation
PDF Full Text Request
Related items