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3D引擎中多層地形實(shí)時(shí)渲染及場(chǎng)景調(diào)度算法研究與實(shí)現(xiàn)

發(fā)布時(shí)間:2018-10-22 14:35
【摘要】: 隨著計(jì)算機(jī)軟硬件技術(shù)的不斷發(fā)展,三維圖形引擎也慢慢成為了計(jì)算機(jī)圖形學(xué)研究的主要內(nèi)容。三維圖形引擎在虛擬現(xiàn)實(shí)、數(shù)字城市、影視廣告、計(jì)算機(jī)輔助設(shè)計(jì)和科學(xué)計(jì)算可視化等各個(gè)方面起著十分重要的作用。通過(guò)三維圖形引擎我們可以逼真地模擬人在自然環(huán)境中視覺(jué)、聽(tīng)覺(jué)及運(yùn)動(dòng)等。一個(gè)完整功能強(qiáng)大的三維圖形引擎融合了計(jì)算機(jī)圖形學(xué)、多媒體技術(shù)、人工智能、人機(jī)接口技術(shù)、數(shù)字圖像處理、網(wǎng)絡(luò)技術(shù)、傳感器技術(shù)以及高度并行的實(shí)時(shí)計(jì)算技術(shù)等多個(gè)信息技術(shù)分支。 對(duì)此,本文從國(guó)內(nèi)外的研究現(xiàn)狀出發(fā)。對(duì)地形的幾何建模和光學(xué)建模進(jìn)行深入研究,并且在大規(guī)模場(chǎng)景的數(shù)據(jù)調(diào)度進(jìn)行改進(jìn)。從而給出大規(guī)模地形實(shí)時(shí)渲染的步驟和大規(guī)模場(chǎng)景數(shù)據(jù)調(diào)度的優(yōu)化算法。 在大規(guī)模地形的渲染處理中,使用了基于組件式的多層地形算法。通過(guò)組件式的地形,我們可以將地形表現(xiàn)的更加的豐富。此外,組件式地形也是本文提出的多層地形渲染算法和LRU數(shù)據(jù)加載算法很重要的基礎(chǔ)。組件式地形算法的效率將會(huì)直接影響到后面兩個(gè)核心算法的效率。在組件式地形算法的基礎(chǔ)上,通過(guò)多層地形算法,實(shí)現(xiàn)地形的多種精細(xì)程度,從而更加真實(shí)的模擬現(xiàn)實(shí)世界。同時(shí)避免了LOD算法消耗很高的問(wèn)題,在保證真實(shí)性的情況下,減少各種消耗。 多層地形算法雖然降低了開(kāi)銷,但是卻增加了內(nèi)存消耗。簡(jiǎn)單說(shuō)來(lái)就是通過(guò)空間來(lái)?yè)Q取效率,為了減少空間消耗的影響,因此本文的第二個(gè)核心算法是LRU的數(shù)據(jù)加載。通過(guò)LRU算法可以盡最大可能的減少空間消耗的弊端。 在大規(guī)模場(chǎng)景的數(shù)據(jù)調(diào)度中,使用了基于LRU算法原理的數(shù)據(jù)調(diào)度算法。通過(guò)本文的算法,可以實(shí)現(xiàn)大規(guī)模場(chǎng)景的數(shù)據(jù)調(diào)度,同時(shí)還不需要擔(dān)心由于內(nèi)存大小對(duì)場(chǎng)景的限制,從而保證大規(guī)模場(chǎng)景中數(shù)據(jù)處理的流暢性。 此外,通過(guò)原創(chuàng)的三維圖形引擎來(lái)實(shí)現(xiàn)本文的算法,從而證實(shí)算法的可行性。根據(jù)實(shí)驗(yàn)的結(jié)果說(shuō)明算法能夠很好的滿足三維漫游的需求。 最后,在本文算法的基礎(chǔ)上提出改進(jìn)意見(jiàn)和進(jìn)一步的展望。
[Abstract]:With the development of computer software and hardware technology, 3D graphics engine has become the main content of computer graphics research. 3D graphics engine plays a very important role in virtual reality, digital city, video advertising, computer aided design and visualization of scientific calculation and so on. Through the 3D graphics engine, we can simulate human vision, hearing and motion in the natural environment. A fully functional 3D graphics engine combines computer graphics, multimedia technology, artificial intelligence, man-machine interface technology, digital image processing, network technology, Sensor technology and high-parallel real-time computing technology and other information technology branches. In view of this, this article proceeds from the domestic and foreign research present situation. The geometric modeling and optical modeling of terrain are studied, and the data scheduling of large-scale scene is improved. The steps of real-time rendering of large-scale terrain and the optimization algorithm of data scheduling for large-scale scene are presented. In the rendering of large scale terrain, a multi-layer terrain algorithm based on component is used. Through the component of the terrain, we can be more rich terrain performance. In addition, the component terrain is also an important foundation of the multilayer terrain rendering algorithm and the LRU data loading algorithm proposed in this paper. The efficiency of component terrain algorithm will directly affect the efficiency of the latter two core algorithms. On the basis of the component terrain algorithm, the multi-layer terrain algorithm is used to realize the various degree of fineness of the terrain, so as to simulate the real world more truthfully. At the same time, the problem of high consumption of LOD algorithm is avoided, and all kinds of consumption are reduced under the condition of ensuring authenticity. Although the multilayer terrain algorithm reduces the overhead, it increases the memory consumption. In order to reduce the effect of space consumption, the second core algorithm of this paper is LRU data loading. The LRU algorithm can reduce the disadvantages of space consumption as much as possible. The data scheduling algorithm based on LRU algorithm is used in large scale scene data scheduling. The algorithm in this paper can realize the data scheduling of large-scale scene without worrying about the limitation of memory size on the scene so as to ensure the smoothness of data processing in large-scale scene. In addition, the algorithm is realized by the original 3D graphics engine, which proves the feasibility of the algorithm. The experimental results show that the algorithm can meet the needs of 3D roaming. Finally, on the basis of the algorithm proposed in this paper, suggestions and further prospects.
【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】:2009
【分類號(hào)】:TP391.41

【引證文獻(xiàn)】

相關(guān)碩士學(xué)位論文 前3條

1 栗超;一種三維可視化系統(tǒng)的優(yōu)化策略[D];燕山大學(xué);2012年

2 梁雅港;火星探測(cè)任務(wù)三維仿真關(guān)鍵技術(shù)研究[D];解放軍信息工程大學(xué);2011年

3 鐘鳴;三維場(chǎng)景的渲染技術(shù)研究與實(shí)現(xiàn)[D];武漢理工大學(xué);2012年

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本文編號(hào):2287439

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