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分布式列车仿真系统中视景实时生成算法的研究
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摘要
分布式体系结构是列车仿真系统的发展趋势。在分布式列车仿真系统中,视景系统是其重要组成部分,也是衡量系统先进与否的关键因素。目前,先进的列车仿真系统均采用基于计算机图象生成技术的视景系统。在本论文中,作者对分布式列车仿真系统及其视景系统中的几个关键技术进行了深入的研究。这些研究包括:
     1、采用分布式交互仿真(DIS)技术,建立了分布式体系结构的列车仿真系统。系统中采用了一种适合于列车仿真的DR算法,以避免节点间频繁的数据交换。
     2、实现了基于SGI图形工作站与基于分布式PC机群两种不同体系结构下的视景仿真系统,并对两者进行了比较。着重研究了基于分布式PC机群的列车视景仿真系统。该系统以配备图形加速卡的PC作为视景生成节点,采用IP组播技术实现节点间的通信。该基于PC的视景系统可完成三通道视景的同步显示,并能够满足列车仿真系统的实时性要求。
     3、实现了一种基于OpenGL的高层图形API。该API以树结构与线性列表作为主要的数据结构,实现了面向对象的高层场景管理、绘制等功能。初步建立了列车视景仿真软件的开发平台。
     4、讨论了视景仿真中地形表面模型的实时绘制问题,并提出了一种适合大规模地表模型实时显示的视点相关的连续LOD生成算法。该算法是一种基于规则网格的自顶向下的细分算法。算法采用了四叉树作为主要的数据结构。在LOD模型的生成中,采用基于块的层次包围盒的快速裁剪实现可见性判断;通过对块及块内的三角形进行基于屏幕误差的判断,完成细分;细分同时可完成对该块及相邻块的强制分裂的判断与操作。实验结果表明,本算法具有较小的时间和空间的开销,适合用于列车视景仿真等领域中的大规模三维地形表面模型的实时可视化。
     5、在列车视景系统中实现了对常见自然现象的模拟。建立了一种能够仿真雨、雪现象的实时粒子系统。在该粒子系统中,对雨、雪的仿真模型作了适当简化以满足视景仿真的实时性要求。同时还对天空、时间环境的变化等自然现象进行了仿真。
Distributed architecture is a direction of train simulation system. Visual system is an important component of a distributed train simulation system, it is a key factor to evaluate whether the system is advance or not. CGI (Computer generated image) technology is used to generate scene in advanced train simulation systems. In this dissertation, the author has done a deep going research on some key technologies used in distributed train simulation system and it's visual system. The main contributions of the dissertation are:
    1. DIS (Distributed Interactive Simulation) technology is ap- plied to build a distributed train simulation system. In this system, a DR (Death Reckoning) algorithm adapted to train simulation is used to avoid frequent data exchange between nodes.
    2. A SGI graphics workstation based visual system and a PCs based distributed visual system are implemented. And characters of these two visual systems are compared in the dissertation. In PCs based distributed visual system, PCs with AGP (Accelerated Graphics Port) cards act as scene generation nodes. IP multi-cast technology is applied to implement the communications between nodes. Three channels scenes can be rendered synchronously by the PCs based system. And the system can satisfy the real-time demand of train simulation system.
    3. An OpenGL based high-level graphics API is implemented. Trees and linear lists are main data structures of the API. In this API, OO (Object Oriented) high-level functions such as scene management and rendering are supplied. The API constructs a elementary software platform of train visual simulation.
    4. Real-time rendering of terrain surface model is discussed and a view-dependent real-time continuous LOD (Level of Detail) model generation and rendering algorithm for large scale terrain is presented in the dissertation. The algorithm is a regular network based refinement algorithm and quad-tree is the main data structure. Hierarchical bounding boxes are used to implement fast view culling. Screen space errors of blocks and triangles are used to determine whether these blocks and triangles to be refined or not. Force split can be done in the process of refinement. The results show that the algorithm is efficient in space and calculation.
    
    
    The algorithm can be applied in train visual simulation.
    5. Simulation of some nature phenomena is implemented in train visual system. A real-time particle system is applied to simulate snow and rain. In the particle system, simulation model of snow and rain is simplified to satisfy the real-time demand of visual simulation. And simulation of sky, cloud and daytime is implemented.
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