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大规模海战场景建模与绘制技术研究

Modeling and Rendering of Large-scale Naval Battlefield
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摘要 提出了一种考虑球面曲率影响的海浪建模方法,解决和消除了模型生成中存在的计算量大和高纬度"压缩"等问题;依靠可逐点计算生成海浪模型,利用屏幕细分自适应算法将计算和绘制限制在与视点相关的可视球面海洋区域。基于船行波理论和粒子系统理论方法,根据船行波粒子所受外力构建其运动方程,模拟船行进过程中船首波、船尾波。最后,在PC机上进行了实验,结果表明用户可以在数字地球平台上实现大规模海战场景交互漫游。 A new approach of modeling of ocean wave, considering the effect of sphere curvature, was presented. It reduces the computations obviously and resolves the "compress phenomenon" at high latitude. Relying on a procedural ocean wave model, computations and rendering were restricted to the visible part of the ocean surface with screen-subdivision algorithm. Based on ship wakes theory and the particle system theory, bow wakes and stern wakes are real-time simulation by the movement equation of particles. Finally, experiments were implemented on a common PC. The results show that the user can interactively fly over a large-scale ocean battlefield on digital earth.
出处 《系统仿真学报》 EI CAS CSCD 北大核心 2008年第21期5874-5880,共7页 Journal of System Simulation
关键词 海战场 建模与绘制 自适应屏幕分割算法 船行波 naval battlefield modeling and rendering adaptive screen-subdivision algorithm ship wake
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