共查询到19条相似文献,搜索用时 437 毫秒
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《计算机工程与科学》1999,(2)
虚拟世界行为建模技术的研究作者:郑援(1998.10)导师:李思昆教授本文介绍了作者对虚拟世界行为建模技术几个热点问题的理论研究结果,以及在此基础上实现的虚拟实体对象建模语言SCPL,并给出了这些成果在工程实践中的应用和验证。本文提出了一种以控制论为... 相似文献
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DVENET中计算机生成兵力的初步实现 总被引:2,自引:1,他引:2
计算机生成兵力(CGF)是DENET中的7种仿真实体之一,它由计算机程序(算法)控制实体的行为。计算机生成兵力的目的在于增加虚拟战场环境中仿真实体的数量,提高虚拟战场环境的复杂度和真实性。文中阐述了目前版本的DVENET中计算机生成兵力实体(歼击机和坦克)的部分低级智能行为的初步实现,并探讨了在后续课题中实现一个较为完善的计算机生成兵力系统的设想。 相似文献
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在分布式VR系统中推算定位 总被引:3,自引:0,他引:3
文中基于行为模型SCP提出一种分布式VR系统的推算定位方法。这种方法使用能够反映较长时间内动态实体对象行为状态进行推算定位,从而有效克服了已有推算定位方法行为误差较大、速度高时网络数据量大的缺点。逐渐逼近法的引入又使得平衡性较好。同已有两种推算定位文学实验比较的结果表明,这种方法具有状态失真度小、网络数据量较小的优点。 相似文献
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在HSCMS系统中,采用面向对象的观点组织软件实体,提供了对多种类型的软件实体进行统一管理的数据模型。HSCMS系统以3类库为基础,实现了对软件实体的跟踪、控制,并提供了支持评审、释放管理,版本控制等配置管理功能的在线工具。此外,HCMS系统还提供同其它开发工具进行集成的接口 相似文献
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胥颖 《计算机光盘软件与应用》2010,(11)
利用VRML(Virtual Reality Modeling Language)的虚拟建模语言的开发技术,提出解决三维虚拟校园场景实体建模方法,确定基于VRML感知器和Cortona VRML Client浏览器对场景中对象行为的控制,并对三维建模、纹理映射、碰撞检测、VRML场景优化技术等问题进行了探. 相似文献
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本文针对网络信息服务问题提出一种多智能体MAS(multi-agent system)计算市场模型,定义了计算市场,计算任务Consumer和Server实体;分析了实体在计算市场中的行为,证明存在针对任务的市场平衡;确定衡量市场效率的标准是市场运行造成的资源分配与最优分配的距离。 相似文献
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虚拟原型建模语言VPML 总被引:2,自引:0,他引:2
现有的模型描述语言难以满足基于虚拟原型的概念设计中产品模型描述的需求,基于扩充连接图思想,以基于虚拟原型的概念设计产品描述模型V-desModel为核心,提出了一种虚拟原型建模语言VPML,VPML是一种独立于领域与过程的面向机电产品概念设计的虚拟原型模型描述语言,具有较强的几何和行为建模能力,为多领域系统在概念设计阶段的协同设计、并行设计及联合仿真过程提供了一致的模型描述,VPML模型内嵌的虚拟特征生成算法,使得在概念设计阶段建立真实感很强的产品虚拟原型时设计信息不完备问题得到有效解决。 相似文献
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Real-Time Depth-of-Field Rendering Using Anisotropically Filtered Mipmap Interpolation 总被引:1,自引:0,他引:1
Lee Sungkil Kim Gerard Jounghyun Choi Seungmoon 《IEEE transactions on visualization and computer graphics》2009,15(3):453-464
This article presents a real-time GPU-based post-filtering method for rendering acceptable depth-of-field effects suited for virtual reality. Blurring is achieved by nonlinearly interpolating mipmap images generated from a pinhole image. Major artifacts common in the post-filtering techniques such as bilinear magnification artifact, intensity leakage, and blurring discontinuity are practically eliminated via magnification with a circular filter, anisotropic mipmapping, and smoothing of blurring degrees. The whole framework is accelerated using GPU programs for constant and scalable real-time performance required for virtual reality. We also compare our method to recent GPU-based methods in terms of image quality and rendering performance. 相似文献
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Wylie R. Kamel M.S. 《IEEE transactions on systems, man, and cybernetics. Part A, Systems and humans : a publication of the IEEE Systems, Man, and Cybernetics Society》1997,27(4):424-435
Reasoning tasks such as simulation and planning involve deriving behavior of a system from a model of the system. The information needed to solve such problems can be represented as model behavior pairs (MBPs). The problem can be stated as one or more incomplete MBPs. The problem-solving method can be expressed as a sequence of MBP completions and comparisons. A language for representing and manipulating models, behaviors, and MBPs is presented. It is independent of any specific modeling domain. An important class of model transformation operators is the behavior-preserving model transformation operators. Because they preserve behavior, they can be used to simplify a model without compromising its value for problem solving. This sort of operator can speed up computations significantly. It can be used either to select an appropriate sub-model for a specific problem or to decompose a problem into a sequence of subproblems. A behavior-preserving pruning operator is presented and shown to work in three modeling domains: discrete event simulation (DES), planning, and qualitative physics (QP). The significance of this work lies in the domain independence of the language and operators. It provides a representation midway between the computer-oriented concepts of programming languages (and knowledge representation schemes) and the problem oriented concepts of the real world. The benefits that can result from such a representation are easy mapping of problem-to-solution method, easy communication between solution methods (when more than one reasoning technique is required to solve a problem) and efficient solution of problems 相似文献
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Component-based development is a well-established methodology of software development. Nevertheless, some of the benefits that the component based development offers are often neglected. One of them is modeling and subsequent analysis of component behavior, which can help establish correctness guarantees, such as absence of composition errors and safety of component updates. We believe that application of component behavior modeling in practice is limited due to huge differences between the behavior modeling languages (e.g., process algebras) and the common implementation languages (e.g., Java). As a result, many concepts of the implementation languages are either very different or completely missing in the behavior modeling languages. As an example, even though behavior modeling languages are practical for modeling and analysis of various message-based protocols, they are not well suited for modeling current component applications, where thread-based parallelism, lock-based synchronization, and nested method calls are the essential building blocks. With this in mind, we propose a new behavior modeling language for software components, Threaded Behavior Protocols (TBP). At the model level, TBP provides developers with the concepts known from the implementation languages and essential to most component applications. In addition, the theoretical framework of TBP provides a notion of correctness based on absence of communication errors and a refinement relation to verify correctness of hierarchical components. The main asset of TBP formalism is that it links together the notion of threads as used in imperative object oriented languages and the notion of refinement. For instance, this allows reasoning about hierarchical components composed of primitive components implemented in Java without the need of bridging abstractions and simplifications enforced by the modeling languages. 相似文献
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In recent years, ontology-driven reference models have gained much attention in the literature due to their potential key role in activities such as complex information modeling and semantic interoperability. The engineering process of these conceptual models should account for different phases addressing different areas of concern. In an initial phase of conceptual domain modeling, the target modeling artifacts should be constructed with the goal of maximizing quality attributes such as expressivity and truthfulness to the represented domain in reality. In a subsequent development phase, the resulting domain models can be used to guide the design decisions in the construction of different implementation artifacts addressing different computational concerns. In this paper, we present a philosophically sound, cognitively-oriented and formally characterized foundational theory of objects and tropes (property-instances). Moreover, we use this theory to bring about engineering contributions to both the aforementioned phases of ontology-driven conceptual modeling. Firstly, we show how this theory has been used to (re)design a system of modeling primitives underlying the conceptual domain modeling language OntoUML. Furthermore, we provide precise directives on how to map conceptual domain models in this language to their implementation in less-expressive computationally-oriented codification languages. In particular, we address here a mapping strategy to OWL (Web Ontology Language) that partially preserves the modal-temporal semantics of OntoUML. Finally, we discuss computational support for the proposed approach in terms of conceptual model construction, automatic transformation and temporal querying. 相似文献