In this paper , based on the tide , tidal current and ocean wave numerical computing techniques and the constructive method of seabed terrain model , the fusion and visualization of multiple digital marine geographic environmental information for the nearshore marine environmental safeguard are locally realized by using the level of detail model and 3 - d rendering technique , which will provide theoretic and experiential basis for the study field in the future 摘要以潮汐、潮流和海浪數(shù)值的計(jì)算技術(shù)和數(shù)字海底地形模型的構(gòu)造方法為基礎(chǔ),應(yīng)用層次細(xì)節(jié)模型和三維渲染技術(shù),完成了近岸海洋環(huán)境保障的多種數(shù)字海洋地理環(huán)境信息的融合與可視化的局部實(shí)現(xiàn),為今后此領(lǐng)域的研究提供了理論和經(jīng)驗(yàn)基礎(chǔ)。
The paper points out that different material must be imitated through different methods . in the paper , the standard material is imitated by using illumination model , and the non - standard material is imitated by using texture and illumination model . last , using the realistic image synthesis technique , material function and the rendering technique , i realize the scene modeling , projection transformation , visible - surface detection , illumination model and surface rendering in this paper 其次,根據(jù)材質(zhì)屬性的不同將材質(zhì)分為標(biāo)準(zhǔn)材質(zhì)和非標(biāo)準(zhǔn)材質(zhì),并且根據(jù)材質(zhì)的不同屬性而采用不同的方法進(jìn)行模擬,對(duì)標(biāo)準(zhǔn)材質(zhì),如銅、鐵通過光照明模型技術(shù)來模擬;對(duì)木材等非標(biāo)準(zhǔn)材質(zhì)通過紋理映射技術(shù)來逼真的模擬,并分析總結(jié)出模擬各種材質(zhì)的經(jīng)驗(yàn)?zāi)P?,即一個(gè)初步的紋理生成函數(shù),在此基礎(chǔ)上對(duì)函數(shù)進(jìn)行了數(shù)學(xué)演變,最終建立一個(gè)比較完善的紋理生成函數(shù),并且對(duì)函數(shù)中的主要影響因素進(jìn)行了分析。
Depth image - based rendering for geometry models gives another compensation for traditional geometry - based rendering techniques with its faster rendering , independent of geometry complexity and needing less computing resource , so it is very valuable for simplifying very large data geometry models and displaying them in real time . this dissertation deeply investigates depth image - based modeling and rendering techniques , further on 3d image - warping , presents a division of 3d image - warping in mathematics with fully understanding it , then 3d image - warping can he implemented by pre - warp and texture mapping . this can efficiently take advantage of the texture mapping hardware 本文深入研究了基于深度圖像的幾何模型建模繪制技術(shù),著重分析研究了這一技術(shù)領(lǐng)域的3dwarp算法,在深入理解其算法原理的基礎(chǔ)上對(duì)這一重要算法進(jìn)行了理想的數(shù)學(xué)分解,使圖像的3dwarp變換在實(shí)現(xiàn)中可分為預(yù)warp和紋理映射兩步完成,充分發(fā)揮了紋理映射硬件的優(yōu)勢,極大地加快了圖像warp變換的速度。