The generating technique of special effects and surface simplification technique of object models are the key to build such a virtual battle natural environment 特殊效果生成技術和實體模型簡化技術是構建實時動態(tài)變化且逼真的虛擬作戰(zhàn)自然環(huán)境的關鍵技術。
The quad - tree automatic simplification technique is used for that terrain in different " pyramid " levels takes on different resolution , and terrain in the same level has multi - resolution . in order to solve geometry - gaps , the author studies and compares two ways : pattern of restricted quad - tree and mark points and pattern of changing connectivity of vertices for higher resolution 考慮vrml特點,采用“金字塔”數(shù)據(jù)結構組織地形數(shù)據(jù),通過基于四叉樹的地形數(shù)據(jù)簡化算法對地形數(shù)據(jù)進行簡化,使“金字塔”的不同的層次間具有不同的分辨率,同一層次間也具有不同的分辨率。
In this dissertation , we study the generating technique of special effects and surface simplification technique of object models in the virtual battlefield . the main research and contributions of this dissertation are : ( 1 ) real - time visualization of dynamic terrain in the virtual battlefield scene , it is necessary to display craters on the ground due to the explosion of cannonball and legible tire tracks behind a moving vehicle 本文主要對虛擬戰(zhàn)場中一些特殊效果的生成技術和實體模型的簡化技術進行了深入的研究,所完成的主要研究工作和取得的主要研究成果如下: ( 1 )動態(tài)地形的實時可視化技術在虛擬戰(zhàn)場中,需要真實地實時表現(xiàn)出炮彈在地面上炸出的彈坑以及車輛駛過地面后留下的清晰壓痕。
From the points of view of multiresolution schemes and simplification techniques , those known major algorithms are classified and summarized . a simplification algorithm for terrain models based on the normal vectors of mesh vertices is proposed . its rule of simplification grounds on visual features , error metrics is from normal vectors of mesh vertices and simplifying technique is vertex removal 從多分辨率方案和簡化技術兩個方面對已有的主要方法進行了分類和總結;提出了一種基于網(wǎng)格頂點法矢量的地形模型簡化算法,該算法的簡化準則基于視覺特征、誤差測度基于網(wǎng)格頂點法矢量、簡化技術則是頂點剔除;在此基礎上,提出了一種與視野相關的地形簡化和繪制方法,該方法通過虛擬的網(wǎng)格頂點包圍球來測度誤差,實現(xiàn)與視野相關的地形簡化。