圖形引擎中大規(guī)模海洋的實(shí)時(shí)渲染與交互技術(shù)研究與實(shí)現(xiàn)
發(fā)布時(shí)間:2018-04-13 22:10
本文選題:圖形引擎 + 投影網(wǎng)格; 參考:《電子科技大學(xué)》2011年碩士論文
【摘要】:近年來(lái),隨著計(jì)算機(jī)硬件的不斷發(fā)展,計(jì)算機(jī)三維圖形技術(shù)走進(jìn)了游戲、影視廣告等行業(yè),而三維圖形引擎技術(shù)是大型三維應(yīng)用的基礎(chǔ)和重要支撐,也逐漸成為計(jì)算機(jī)圖形學(xué)中的一個(gè)研究熱點(diǎn)。由于自然場(chǎng)景模擬在各個(gè)行業(yè)中的應(yīng)用越來(lái)越頻繁,將這種關(guān)鍵技術(shù)封裝到圖形引擎中勢(shì)在必行,一方面這能很好支持對(duì)大型圖形應(yīng)用的開(kāi)發(fā),另一方面也能體現(xiàn)圖形引擎自身的技術(shù)水平。在眾多自然場(chǎng)景中,海洋由于具有行為復(fù)雜性、規(guī)模龐大、沒(méi)有確定的運(yùn)動(dòng)軌跡等特點(diǎn)使得對(duì)海洋的模擬具有很大難度和挑戰(zhàn)性。 針對(duì)當(dāng)前的發(fā)展現(xiàn)狀,本文以三維圖形引擎和海洋模擬為課題對(duì)相關(guān)技術(shù)進(jìn)行了分析和研究。 本文首先從圖形引擎著手,介紹了當(dāng)前國(guó)內(nèi)外的主流三維圖形引擎及其技術(shù)特點(diǎn),然后詳細(xì)分析國(guó)外著名的開(kāi)源圖形引擎Irrlicht的整體框架和架構(gòu),并在汲取了該引擎的技術(shù)優(yōu)點(diǎn)和摒棄其不足的基礎(chǔ)之上,設(shè)計(jì)了具有自主知識(shí)產(chǎn)權(quán)的面向大型室外圖形應(yīng)用的三維圖形引擎Gingko的主框架。由于Gingko引擎具有很好的架構(gòu)模式,因而用戶(hù)可以很方便的實(shí)現(xiàn)引擎的功能擴(kuò)展。Gingko圖形引擎的核心層包括資源管理、場(chǎng)景管理、消息處理、渲染管理等模塊,本文設(shè)計(jì)和實(shí)現(xiàn)了其中兩個(gè)重要模塊——場(chǎng)景管理和資源管理。 其次,本文詳細(xì)的研究了當(dāng)前海洋模擬的國(guó)內(nèi)外技術(shù)現(xiàn)狀,分析和總結(jié)當(dāng)前海洋建模技術(shù)和交互技術(shù)的優(yōu)劣點(diǎn),并針對(duì)當(dāng)前一些技術(shù)的不足進(jìn)行了改進(jìn)。在海平面網(wǎng)格建模方面,以基于LoD思想的投影網(wǎng)格算法為基礎(chǔ)提出了一種不均勻采樣的投影網(wǎng)格算法。在海面光照交互技術(shù)的研究中,分析了船行波理論,并采用了粒子系統(tǒng)來(lái)模擬艦船尾痕;對(duì)海面光照的處理則是采用了紋理映射的方法。在掌握了海洋模擬相關(guān)技術(shù)的基礎(chǔ)上,本文第六章還實(shí)現(xiàn)了一個(gè)基于Gingko圖形引擎的海洋仿真系統(tǒng),。 本文在最后對(duì)全文進(jìn)行了總結(jié)和展望,提出了一些改進(jìn)建議,并指出了幾個(gè)具有一定價(jià)值的研究和發(fā)展方向。
[Abstract]:In recent years , with the development of computer hardware , computer three - dimensional graphics technology has entered the industry of games , movie and video advertisements , and three - dimensional graphics engine technology is the foundation and important support of large - scale three - dimensional application , and it has become a hot topic in computer graphics .
In view of the present situation of development , this paper analyzes and studies the related technologies based on three - dimensional graphics engine and ocean simulation .
This paper starts with the graphics engine , introduces the mainstream three - dimensional graphics engine and its technical features at home and abroad , then analyzes the overall framework and architecture of the famous open source graphic engine , then , designs the main frame of the three - dimensional graphics engine , which has the independent intellectual property right for the large - scale outdoor graphic application . The core layer of the Xko graphics engine includes resource management , scene management , message processing , rendering management and so on . The core layer of the Xko graphics engine includes resource management , scene management , message processing , rendering management , etc . The design and implementation of the two important modules _ scene management and resource management are designed and implemented .
Secondly , this paper studies the current situation of ocean modeling at home and abroad , analyzes and summarizes the advantages and disadvantages of current ocean modeling technology and interaction technology , and proposes a non - uniform sampling grid algorithm based on the projection grid algorithm based on LoD thought .
In the end , this paper summarizes and prospects the full text , puts forward some improvement suggestions , and points out several research and development directions with certain value .
【學(xué)位授予單位】:電子科技大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2011
【分類(lèi)號(hào)】:TP391.41
【引證文獻(xiàn)】
相關(guān)碩士學(xué)位論文 前1條
1 殷詩(shī)潤(rùn);無(wú)邊際三維海洋的真實(shí)感建模與仿真研究[D];電子科技大學(xué);2013年
,本文編號(hào):1746411
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