Construction of Scene Database in Distributed Simulation
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摘要: 详细介绍了视景数据库的构造过程,讨论了构造过程中等距网格和三角形不规则网格两种地形模型的优缺点,文化特征物与地形的三种整合方法和多种细节层次的表示等关键技术,然后阐述了视景调度的算法及其与构造的关系,最后给出在DVENET中实现的一个例子并就视景数据库现在存在的问题及将来的解决方案进行了讨论.Abstract: The construction process of scene database is introduced in detail. Some key technologies which are used during the construction process are discussed, such as the advantages and disadvantages of equal sampling interval terrain model and triangulated irregular network terrain model, three integration methods of culture feature and terrain, and the level of detail representation of terrain. Then the scene paging algorithm and the relationship of paging and construction are provided. Furthermore, one example which is implemented in DVENET is given. Finally, problems which are found during the development of DVENET scene database and its future solutions are discussed.
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[1] Polis M F, Gifford S J, Mckeown D M. Automating the construction of large scale virtual worlds[J]. Computer, 1995(7):57~65. [2]Falby J S, Zyda M J, Pratt D R, et al. NPSNET:hierarchical data structures for real-time three-dimensional visual simulation[J]. Computer & Graphics, 1993, 17(1):65~59. [3]Floriani D, Puppo L E. Hierarchical triangulation for multiresolution surface description[J]. ACM Transactions on Graphics, 1995, 14(4):363~411. [4]赵沁平,何 磊,夏春和,等. 分布式虚拟环境网络(DVENET)设计与实现. 见:吴泉源,钱跃良主编.智能计算机接口与应用进展——第三届中国计算机智能接口与智能应用学术会议论文集. 北京:电子工业出版社,1997.17~21.
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