摘要
对飞行模拟器视景系统中真实水域的生成算法进行了研究。为兼顾水域的渲染逼真度与渲染效率,根据飞机离水面的高度采用两种不同的方法渲染水域:高度大于等于500米时,使用多张纹理连续贴图的方法渲染水域;高度小于500米时,创建水域网格,利用波动方程沿水域网格积分得到每个网格节点实时高度,模拟动态水域。利用凹凸纹理映射实现了水域网格顶点之间的光照细节,同时增加水域的环境映射,使水域效果更加逼真。
The rendering algorithm for real water area in a flight simulator visualization system is studied.To render the water area with both high efficiency and high fidelity,this paper toggles between two rendering methods according to the altitude above the water surface: if the altitude is higher than 500m,the water area is rendered by consecutive texture mapping with multiple textures;if the altitude is lower than 500m,first the water area mesh is constructed,then following the wave equation to perform integral operation along the mesh for calculating the real time elevation of every vertex of the mesh,thus simulating the dynamic water area.Moreover,bump mapping technology is used to render the light detail of the areas among mesh grid vertexes,and further enhance the rendering by applying the environment mapping on the water area.Test results prove that with all the measures taken,the visualization system achieves very high fidelity without loss of efficiency.
出处
《计算机仿真》
CSCD
2008年第9期198-200,255,共4页
Computer Simulation
关键词
飞行模拟器
视景系统
真实水域
波动方程
凹凸纹理映射
环境映射
Flight simulator
Visualization system
Real water area
Wave equation
Bump mapping
Environment mapping