节点文献
网络面偏移量递阶控制草地视景生成仿真
Simulation of Grassland Scene Based on Network Surface Offset Hierarchical Control
【摘要】 传统方法中采用二维层状纹理绘制方法生成草地动态视景,当草地出现层阶地势是草地视景的边界接缝处理不够理想,轮廓区域出现视觉的跳变。引入竖直纹理切片,对草地的视景生成进行优化,提出一种基于网络面偏移量递阶控制模型的草地视景生成算法,首先进行草地三维体纹理构造,采用高斯核平滑处理算法处理草叶数据,在草地动态模拟中,设计网络面偏移量递阶控制算法,根据草叶弯曲程度和地势平坦程度而自动进行网络面的层数调整的动态非均匀层递阶控制,消除视觉跳变现象。基于GPU可编程功能,实现不同大规模地形下风场作用下的草地动态视景生成模拟仿真。仿真实验表明,采用该方法进行草地动态实时模拟,能真实动态地模拟风力等作用下草地起伏视景,绘制执行效率和生动逼真性都优越于传统方法。
【Abstract】 The traditional method uses two-dimensional layered texture rendering method for generating dynamic scene,when the grass appears layer order terrain is a grassland scene,the boundary joint treatment is not ideal,and result in contour jump vision.The vertical texture slices is proposed,the scene grassland generation optimization is obtained,a scene generation algorithm model is proposed based on network layer offset hierarchical control method.Grass 3D texture is constructed,Gauss kernel smoothing algorithm is used to data process the grass data,the design of network surface offset hierarchical control algorithm is get,non homogenous layer hierarchical control dynamically according to the bending degree of grass and the flat degree and automatic network surface layer adjustment is obtained,the visual jump phenomenon is eliminated.Finally,based on the GPU programmable function platform,we realize dynamic wind field under different largescale terrain scene generation simulation.Simulation results show that,the new method can truly simulate action of grassland in wind and different terrains,rendering efficiency and scene performance is superior to the traditional method.
- 【文献出处】 科技通报 ,Bulletin of Science and Technology , 编辑部邮箱 ,2014年10期
- 【分类号】TP391.9
- 【下载频次】23