共查询到18条相似文献,搜索用时 78 毫秒
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基于ROAM的实时动态地形可视化研究 总被引:1,自引:0,他引:1
为了获得逼真的三维漫游效果,在对ROAM算法进行研究和实验的基础上,实现基于二叉树的地形模型连续多分辨率渲染;在地形数据管理上,设计一种分块策略;综合考虑地形粗糙度和视距,提出一种合理的节点评价准则;为有效地消除地形块间的裂缝,设计一种基于邻接关系的强制剖分方法。实验结果表明,该算法在保证真实感的前提下能获得较好的帧绘制速率,实现三维地形的实时漫游。 相似文献
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提出了一种基于正方形的视区裁剪方法,该方法通过地形节点的坐标来测试其可见性,实现了与视相关的地形简化。在此基础上,将等间隔取点的数字高程模型DEM和细节层次(LOD)技术用于嵌入式系统,基于OpenGL ES,在普通移动智能终端上实现了三维地形的快速建模以及动态显示。 相似文献
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三维地形生成及其可视化处理研究 总被引:1,自引:0,他引:1
针对在三维地形处理领域中存在的地形数据获取困难,可视化处理过程复杂真实感效果不强的问题.文中提出了一种三维地形生成和可视化处理的方法,该方法采用分形算法生成虚拟地形数据,然后将其存储为地理信息系统中通用的数字高程数据格式,最后将数据导入三维建模软件Multigen Creator 3.0中,结合网格生成、三维投影和纹理映射等,进行可视化处理.仿真试验表明:该方法能快速获取有效的地形高程数据,经过处理后得到了直观的,真实感较强的三维显示效果图.该文为三维地形生成和可视化处理问题提供了一种有效的、可实现的处理方法. 相似文献
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四叉树图集光线跟踪算法(QTA)是一种高效的平面地形可视化算法,在地形渲染相关的许多应用中(如矢量数据、谷地检测、等高线绘制等)都可以增加系统渲染速率。在QTA基础上,通过简化其中CRC算法的分支判断,引入新的屏幕误差控制策略,提出了一种新的光线投射地形可视化算法,同时对QTA中光栅化部分也进行了优化。该算法易于实现,且突破了原QTA算法只适用于平面地形的限制,算法实现了球形地形的可视化。实验结果验证了这一点,同时实验还显示,算法在不损失精度的情况下,具有更高的渲染速率。 相似文献
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辣椒植株三维重构与可视化研究 总被引:1,自引:0,他引:1
为构建辣椒植株可视化模型,借助三维数字化仪获取了辣椒枝干、叶片和果实的真三维数据,结合球B样条曲线模拟了枝干的三维形态,利用NURBS曲面和T样条拼接方法建立了辣椒果实几何模型,描述节、果实的凹凸、顶端叶序等局部特征,在各器官的自动着生过程中,避免器官间的碰撞.模拟结果表明,该方法得到的模型较真实地反映了辣椒的诸多细节,具有较高的真实感,为辣椒三维形态交互设计和可视化模拟提供了技术支撑. 相似文献
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将3D可视化技术应用于输电线路管理是当前电力信息化的发展方向.地球是一个不规则椭球体,很难计算出杆塔挂点在地球空间的坐标,因此无法真实、准确地表达线路与杆塔挂点的连接情况.为此,结合大量分析和研究,提出了一种基于Google Earth的杆塔空间挂点计算方法,并应用于所开发的输电线路管理系统中.实践表明,该方法具有计算简单、空间定位精度高、线路与挂点连接逼真等特点,能够满足现有应用的要求. 相似文献
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This paper addresses several approaches to implementing web-based, three-dimensional (3-D), geo-referenced visualization. The discussion focuses on the relationship between multi-dimensional data sets and applications, as well as the thick/thin client and heavy/light server structure. Two models of data sets are addressed in this paper. One is the use of traditional 3-D data format such as 3-D Studio Max, Open Inventor 2.0, Vis5D and OBJ. The other is modelled by a web-based language such as VRML. Also, traditional languages such as C and C++, as well as web-based programming tools such as Java, Java3D and ActiveX, can be used for developing applications. The strengths and weaknesses of each approach are elaborated. Four practical solutions for using VRML and Java, Java and Java3D, VRML and ActiveX and Java wrapper classes (Java and C/C++), to develop applications are presented for web-based, real-time interactive and explorative visualization. 相似文献
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A new software technology for on‐line performance analysis and the visualization of complex parallel and distributed systems is presented. Often heterogeneous, these systems need capabilities for the flexible integration and configuration of performance analysis and visualization. Our technology is based on an object‐oriented framework for the rapid prototyping and development of distributable visual objects. The visual objects consist of two levels, a platform/device‐specific low level and an analysis‐ and visualization‐specific high level. We have developed a very high‐level markup language called VOML and a compiler for the component‐based development of high‐level visual objects. The VOML is based on a software architecture for on‐line event processing and performance visualization called EPIRA. The technology lends itself to constructing high‐level visual objects from globally distributed component definitions. Details of the technology and tools used, as well as how an example visual object can be rapidly prototyped from several reusable components, are presented. Copyright © 2003 John Wiley & Sons, Ltd. 相似文献
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We propose a real-time terrain visualization algorithm combined with wavelet-based compression. Our approach updates a surface mesh model in real time by using wavelet coefficients and height data decoded from a compressed bitstream. To achieve this, a new mesh approximation method using restricted quadtree triangulation is designed on the basis of wavelet coefficients representing surface complexity. Also, a wavelet-based compression having a multiresolution structure is introduced to handle large terrain data interactively. Simulation results demonstrate that the proposed algorithm is prospective for applications in a network environment where narrow bandwidth and low computational power are usually allowed . 相似文献
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基于VRML的三维地形场景生成. 总被引:7,自引:0,他引:7
详细分析了VRML的特点、动态交互的原理及其在VRML中三维地形场景的生成技术。依照VRML语法扩展了适合三维地形网络表达的VRML原型节点,从而将使三维大规模地形数据可直接进入VRML世界、高精度数学运算和实时交互漫游。 相似文献
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Hideo Yamashita Tatsuya Johkoh Shinichi Takita Eihachiro Nakamae 《Computer Animation and Virtual Worlds》1991,2(1):34-40
In order to observe the physical values (magnetic flux density and eddy current) in 3D magnetic field analysis, an interactive and highly manipulative visualization system depicting stereo images is intalled in a graphics workstation with high functional graphic processors. The system has the following characteristics:
- 1 An interactive and highly manipulative menu window with many functions: it enables visualization of complex phenomena in a 3D field through observation of various combinations of physical values from various viewpoints.
- 2 Simultaneous display of both magnetic flux density and eddy current by using the appropriate use of two colour display methods for stream lines and distribution maps of density: this function facilitates observation of the mutual relations between two physical values in a 3D field.
- 3 Animations and stereo displays: since they give extremely distinct images, observers can easily understand even highly complex 3D phenomena.