期刊文献+

分区动态地形的一种时序模型 被引量:1

A Time Serial Model for Divisional Dynamic Terrain
在线阅读 下载PDF
导出
摘要 在分布式虚拟环境中,地形因实体作用发生变化.为了使各仿真节点的地形数据保持一致,需要对各节点变化的数据时序化.根据地形局部变化特点,构造了多分区动态地形的时序模型.模型把子区域地形几何数据定义为单纯复合形集,按地形变化时间顺序和空间关系组织成一个偏序集.模型支持地形变化数据动态添加,指定时刻的地形提取.实验表明,基于DAG表示的地形抽取算法利用变化数据间的空间关系提高了计算性能. In distributed virtual environment ,terrain can be changed as a result of the interaction between the entity and the terrain. To maintain consistency and reliability of the simulation it is required to serialize and arbitrate terrain changes. A time serial model for divisional dynamic terrain is built according to terrain local modifications. The model is based on a collection of a divisional terrain data defined as simplicial complexes arranged into a partially ordered set by time and space. Features of the model are to provide an insertion of terrain modification and an extraction of terrain at a particular moment. Experimental results on real terrain data show that the algorithm based on one DAG improves the computing performance of an extraction of terrain.
出处 《计算机研究与发展》 EI CSCD 北大核心 2006年第5期908-913,共6页 Journal of Computer Research and Development
基金 国家"九七三"重点基础研究发展规划基金项目(2002CB312105) 北京市自然科学基金项目(4042011)~~
关键词 动态地形 单纯复合形 时序模型 虚拟环境 分布式交互仿真 dynamic terrain simplicial complexes time serial model virtual environment distributed interactive simulation(DIS)
作者简介 陈国军,1968年生,博士研究生,主要研究方向为计算机图形学、科学计算可视化和虚拟现实.Chen Guojun, born in 1968. Ph. D.Candideta Received his M.A's degree of Beihang University. His main research interests are computer graphics, scientific visualization and virtual reality.(gjchen@ mail.hdpu.edu.cn) 赵沁平,1948年生,教授,博士生导师,主要研究方向为虚拟现实、科学计算可视化和人工智能.Zhao Qinping, born in 1948.Professor and Ph.D.supervisor of the School of Computer Science and Engineering, Beihang University.His main research interests are virtual reality, scientific visualization and artificial intelligence.
  • 相关文献

参考文献10

  • 1Xin Li,J.Michael Moshell.Modeling soil:Realtime dynamic models for soil slippage and manipulation.Computer Graphics,1993,24(4):361~368
  • 2R.Nabil.Physically-based modeling and real-time simulation of terrain cratering and fragmentation due to explosions:[PH.D.dissertation].Orlando:University of Central Florida,2001
  • 3Y.F.He.Real-time visualization of dynamic terrain for ground vehicle simulation:[Ph.D.dissertation].Iowa City:The University of Iowa,2000
  • 4王林旭,李思昆,潘晓辉.动态地形的实时可视化[J].计算机学报,2003,26(11):1524-1531. 被引量:19
  • 5C.Lisle,M.Altman,M.Kilby,et al.Architectures for dynamic terrain and dynamic environments in distributed interactive simulation.The 10th Workshop on Standards for the Interoperability of Defense Simulations,Orlando,FL,1994
  • 6David Bakeman,Dale Miller,Steve Hues.Dynamic terrain from run-time modifications to pre-exercise tailoring.The Fall Simulation Interoperability Workshop,Orlando,FL,1999
  • 7Dale D.Miller,David Bakeman,Steve Adelson,et al.Dynamic terrain in the environment federation.The Spring Simulation Interoperability Workshop,Orlando,FL,2001
  • 8陈国军.面向区域的多属性地形定义与生成[J].系统仿真学报,2003,15:8-10.
  • 9L.De Floriani,E.Puppo,P.Magillo.A formal approach to multiresolution hypersurface modeling.In:W.StraBer,R.Klein,R.Rau eds.Geometric Modeling:Theory and Practice.Berlin:Springer-Verlag,1997.303~323
  • 10F.Kuhl,R.Weatherly,J.Dahmann.Creating Computer Simulation System:An Introduction to the High Level Architecture.New Jersey:Pearson Education,2000

二级参考文献12

  • 1Floriani L D, Puppo E. Hierarchical triangulation for multiresolution surface description.ACM Transactions on Graphics,1995,14(4):362~410
  • 2Zhao Y B,Zhou J,Shi J Y et al. A fast algorithm for large scale terrain walkthrough. In: Proceedings of CAD/Graphics'2001, Kunming,2001. 567~572
  • 3Lindstrom P, Koller D, Ribarsky W et al. Real-time,continuous level of detail rendering of height fields. In: Proceedings of SIGGRAPH'96, New Orleans,1996.109~118
  • 4Rottger S, Heidrich W, Slusallek P et al.Real-time generation of continuous levels of detail for height fields. In: Proceedings of the 6th International Conference in Central Europe on Computer Graphics and Visualization'98,Plzen-Bory,1998.315~322
  • 5Duchaineau M, Wolinsky M, Sigeti D E et al. Roaming terrain: Real-time optimally adapting meshes. In: Proceedings of IEEE Visualization'97,Phoenix,1997.81~88
  • 6Pajarola R. Large scale terrain visualization using the restricted quadtree triangulation. In: Proceedings of IEEE Visualization'98,New Caledonia,1998.19~26
  • 7Blow J.Terrain rendering at high levels of detail.In:Proceedings of Game Developers' Conference 2000,San Jose,2000.1~6
  • 8Lindstrom P, Pascucci V. Visualization of large terrains made easy. In: Proceedings of IEEE Visualization'2001,San Diego,2001.363~370
  • 9He Y F. Real-time visualization of dynamic terrain for ground vehicle simulation[Ph D dissertation]. University of Iowa in America, Iowa,2000
  • 10Hoppe H. Smooth view-dependent level-of-detail control and its application to terrain rendering. In: Proceedings of IEEE Visualization'98,New Caledonia,1998.135~142

共引文献18

同被引文献18

  • 1李胜,冀俊峰,刘学慧,吴恩华.超大规模地形场景的高性能漫游[J].软件学报,2006,17(3):535-545. 被引量:54
  • 2Lindstrom P, Pascucci V. Terrain simplification simplified: A general framework for view-dependent out-of-core visualization [J]. IEEE Trans on Visualization and Computer Graphics, 2002, 8(3): 239-254.
  • 3Hoppe H. Smooth view-dependent level-of-detail control and its application to terrain rendering [C] //IEEE Visualization Proc of the Conf on Visualization'98. Los Alamitos: IEEE Computer Society, 1998:35-42.
  • 4Cignoni P, Ganovelli F, Gobbetti E, et al. Planet-sized batehed dynamic adaptive meshes (P-BDAM)[C] //Proc of the 14th IEEE Visualization. Los Alamitos, CA: IEEE Computer Society, 2003:147-155.
  • 5李立杰 李凤霞 黄天羽.一种大规模地形可视化的平滑调度算法.软件学报,2007,18:26-34.
  • 6Pajarola R, Gobbetti E. Survey semi-regular multiresolution models for interactive terrain rendering [J]. The Visual Computer, 2007, 23(8): 583-605.
  • 7Gobbetti E, Marton F, Cignoni P, et al. C-BDAM- compressed batched dynamic adaptive meshes for terrain rendering [J]. Computer Graphics Forum, 2006, 25(3): 333-342.
  • 8Losasso F, Hoppe H. Geometry clipmaps: Terrain rendering using nested regular grids [J]. ACM Trans on Graphics, 2004, 23(3): 769-776.
  • 9Asirvatham A, Hoppe H. Terrain rendering using GPU- based geometry clipmaps, GPU Gems 2: Programming Techniques for High-Performance Graphics and General- Purpose Computation [M]. Boston, MA: Addison-Wesley Professional, 2005 : 14-30.
  • 10Yotam L, Neta S, Tal G, et al. A GPU persistent grid mapping for terrain rendering [J]. The Visual Computer: International Journal of Computer Graphics, 2008, 24(2): 139-153.

引证文献1

二级引证文献6

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部