海上搜救模拟器中视景特效的建模与真实感绘制
详细信息    本馆镜像全文|  推荐本文 |  |   获取CNKI官网全文
摘要
海上搜救模拟器的环境真实感很大程度上取决于视景系统的好坏,在视景系统中增加因各种自然现象而产生的特殊效果可大大增强系统的真实感。本文在分析了当前模拟器视景系统的国内外研究现状后,提出了多种急需增加的视景特效建模与真实感绘制方法,并予以实现。
     为逼真地模拟随天气、时间变化的天空背景、云层等,本文对大气散射模型进行研究,建立了一种适用于海上搜救模拟器视景系统的预计算大气散射模型,并将预计算结果以合适的索引预存为三维查找纹理,以便在各种光影效果绘制时实时查询。基于GPU实现的Perlin噪声和改进的细胞自动机模型进行了云景的建模与真实感绘制,对预计算散射纹理采样进行光影计算;通过三维云绘制实现了逼真的云与搜救直升机交互特效,并基于绘制到纹理技术和航迹推算法进行加速。基于GPU实现的后期处理算法完成了体积光、闪电和彩虹等视景特效及夜视场景的真实感绘制,在尽量不影响系统性能的前提下实现了各种视景特效的逼真模拟。基于扰动源高度场叠加的方法实现了Kelvin船艏波的建模与绘制,建立船艏波形高度场,并实现与海面高度场的无缝结合。改进了SPH的近邻粒子搜索方法,并在其流体方程中引入矢量涡度项,基于CUDA(Compute Unified Device Architecture,统一计算设备架构)进行Navier-Stokes方程的求解,实现了具有局部涡流效果的船舶尾迹流建模与真实感绘制。
     虽然各种视景特效的仿真思路不同,但无论是基于物理还是基于过程的模型均是着眼于保证系统运行实时性前提下的真实感绘制。本文充分利用GPU强大的并行处理性能和可编程能力来提高算法的运行速度,并把所提出的以上各种视景特效绘制方法在当前搜救模拟器视景系统中测试应用。通过各个试验场景绘制截图和性能数据分析可以看出,基于本文算法绘制的各种视景特效真实感强,效果逼真,具有较高的绘制效率,适用于海上搜救模拟器的视景系统。
Operating environment realism of Marine Search and Rescue Simulator (shorted for MSARS) mainly lies on the realistic visual system. Rendering various special effects caused by different natural phenomenon will improve system realism greatly. After analysis of current situation of MSARS visual system, modeling method and realistic rendering technology of various special effects are presented and implemented in this thesis.
     In order to render the change of sky scene and cloud etc. under different weather and time condition, a precomputed atmospheric scattering model which is accurate and suitable for MSARS visual system is presented. This model both takes into account Rayleigh scattering and Mie scattering. A 3D look-up texture is established to store the precomputed results based appropriate indices, which can be used to query in real-time for light rendering. Based on Perlin noise model implemented on GPU and improved Cellular Automata method, a cloud scene mixed with 2D and 3D cloud is modeled and rendered realistically. Cloud lights are rendered by precomputed scattering texture. Realistic interaction between 3D cloud and helicopter is realized. Render To Texture (RTT) technology and Dead Reckoning method are used to accelerate rendering speed of 3D cloud. Some special effects such as volumetric light, lightning, rainbow and night vision scene are rendered realistically and efficiently with different post process methods on GPU. Kelvin ship bow wave is modeled and rendered by adding disturbance sources height map. The bow wave heightmap is spliced seamlessly with current sea surface and gets a realistically rendering result. After improving the neighbor particles search method, vorticity confinement is introduced into the Smooth Particle Hydrodynamics (SPH) fluid equation to simulate rotational flow. The Navier-Stokes fluid equation is solved by CUDA efficiently. Based on this model, ship wake with partial vortex flow is implemented realistically.
     All these special effects rendering methods are implemented based on different modeling approach. Either the physical model or procedural model is on the premise of real-time rendering. The efficient parallel calculation and programmable property of GPU are used to acquire a higher performance of presented method. All the rendering methods presented are applied in the visual system of MSARS for testing. Captures of rendered scene and final data of performance test show that these methods, which can provide realistic rendering results and efficient rendering performance, are very suitable for visual system of MSARS.
引文
[1]http://www.chinabaike.com/law/gjt/1426303.html
    [2]http://www.un56.com/2010/1208/21651.html
    [3]http://www.moc.gov.cn/zizhan/siju/soujiuzhongxin/soujiunengli_JS/ gongzuodongtai/200710/t20071013_432551.html
    [4]http://news.qq.com/a/20090904/001649.htm
    [5]张秀凤,洪碧光,金一丞.船舶操纵模拟器在船舶通航安全评估中的应用[J].中国航海,2003,56(3):24-26.
    [6]陈锦标.对航海雷达模拟器应用的探讨[J].上海海运学院学报,1999,20(1):59-65.
    [7]贾传荧,尹勇.青岛20万吨级航道设计的模拟[J].大连海事大学学报:自然科学版,1998,24(2):11-15.
    [8]VERITAS D N. Standard for Certification No.2.14 Maritime Simulator Systems. Danmark,2011.
    [9]尹勇,金一丞,任鸿翔,张秀凤,刘秀文,任俊生.全任务航海仿真系统的评价方法及关键技术研究[J].系统仿真学报,2009,21(021):6910-6914.
    [10]任鸿翔.航海模拟器中基于GPU的海洋场景真实感绘制[D]:(博士学位论文).大连:大连海事大学,2009.
    [11]李永进.航海模拟器视景中大规模近岸海浪的模拟[D]:(博士学位论文).大连:大连海事大学,2009.
    [12]http://www.km.kongsberg.com/
    [13]http://www.transas.com/
    [14]http://www.arisimulation.com/
    [15]Nishita T, Miyawaki Y, Nakamae E. A shading model for atmospheric scattering considering illuminous intensity distribution of light sources[J]. ACM Computer Graphics,1987,21(4):303-310.
    [16]Nishita T, Sirai T, Tadamura K, Nakamae E. Display of the earth taking into account atmospheric scattering[C]. Proceedings of the SIGGRAPH 1993,1993:175-182.
    [17]Nishita T, Dobashi Y, Kaneda K, H Y. Display Method of the Sky Color Taking into Account Multiple Scattering[C]. Proceedings of the Pacific Graphics 1996,1996: 117-132.
    [18]Nishita T, Dobashi Y, Nakamae E. Display of clouds taking into account multiple anisotropic scattering and sky light[C]. Proceedings of the the 23rd annual conference on Computer graphics and interactive techniques 1996:379-386.
    [19]Dobashi Y, Nishita T, Kaneda K, Yamashita H. A fast display method of sky colour using basis functions[J]. Journal of Visualization and Computer Animation,1997,8(2): 115-127.
    [20]Muller S, Kresse W, Schoeffel F. A radiosity approach for the simulation of daylight [C]. Proceedings of the Eurographics Rendering Workshop 1995,1995:137-146.
    [21]Preetham A J, Shirley P, Smits B. A practical analytic model for daylight[C]. Proceedings of the 26th annual conference on Computer graphics and interactive techniques,1999:91-100.
    [22]Dobashi Y, Yamamoto T, Nishita T. Interactive rendering of atmospheric scattering effects using graphics hardware[C]. Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware 2002,2002:99-107.
    [23]Hoffman N, Preetham A J. Rendering outdoor light scattering in real time[C]. Proceedings of the Game developers conference 2002, California, USA,2002:85-89.
    [24]Riley K, Ebert D S, Kraus M, Tessendorf J, Hansen C. Efficient rendering of atmospheric phenomena[C]. Proceedings of the Eurographics Symposium on Rendering 2004, 2004:374-386.
    [25]http://www.gamedev.net/page/resources/_/reference/programming/special-effects/clouds/real-time-atmospheric-scattering-r2093
    [26]O'Neil S:Accurate Atmospheric Scattering, GPU Gems 2:Addison Wesley,2005: 179-189.
    [27]Imagire T, Johan H, Tamura N, Nishita T. Anti-aliased and real-time rendering of scenes with light scattering effects [J]. The Visual Computer,2007,23(9):935-944.
    [28]罗杰斯著R R,周文贤,章澄昌译.云物理学简明教程[M]. 北京:气象出版社,1983.
    [29]王鹏飞,李子华.微观云物理学[M]. 北京:气象出版社,1989.
    [30]汪宏七,赵高祥.云和辐射——(Ⅰ)云气侯学和云的辐射作用[J].大气科学,1994,18:910-932.
    [31]Reeves W T. Particle Systems—a Technique for Modeling a Class of Fuzzy Objects[C]. Proceedings of the SIGGRAPH 1983,1983:359-375.
    [32]Reeves W T, Blau R. Approximate and probabilistic algorithms for shading and rendering structured particle systems[C]. Proceedings of the SIGGRAPH 1985,1985: 313-322.
    [33]Harris M J. Real-Time Cloud Simulation and Rendering[D]:[dissertation]. The University of North Carolina at Chapel Hill,2003.
    [34]Harris M J, Lastra A. Real-Time Cloud Rendering[C]. Proceedings of the Eurographics 2001,2001:76-84.
    [35]Harris M J, III W V B, Scheuermann T, Lastra A. Simulation of Cloud Dynamics on Graphics Hardware[J]. Graphics Hardware,2003:92-103.
    [36]Gardner G. Visual simulation of clouds[J]. ACM SIGGRAPH Computer Graphics,1985, 19(3):297-304.
    [37]Elinas P, Stuerzlinger W. Real-time Rendering of 3D clouds[J]. The Journal of Graphics Tools,2000,5(4):34-45.
    [38]Unbescheiden M, Trembilski A. Cloud simulation in virtual environments[C]. Proceedings of the 1998 IEEE Virtual Reality Annual International Symposium,1998: 98-104.
    [39]Wang N. Realistic and Fast Cloud Rendering[J]. JourNal of Graphics, Gpu & Game Tools,2003,9(3):21-40.
    [40]李纲,李辉.GPU上的实时三维云仿真[J].系统仿真学报,2009,21(23):7511-7514.
    [41]Domanski D. Fast algorithm for cloud rendering using flat "3D textures"[C]. Proceedings of the WSCG'2006,2006:111-113.
    [42]Stam J. Stable Fluids[C]. In:Proceedings of the SIGGRAPH'99,1999:121-128.
    [43]Miyazaki R, Dobashi Y, Nishita T. Simulation of Cumuliform Clouds Based on Computational Fluid Dynamics[C]. Proceedings of the EUROGRAPHICS 2002,2002:405-410.
    [44]Miyazaki R, Yoshida S, Dobashi Y, Nishita T. A method formodeling clouds based on atmospheric fluid dynamics[C]. Proceedings of the Pacific Graphics 2001,2001: 363-372.
    [45]Dobashi Y, Kusumoto K, Nishita T, Yamamoto T. Feedback Control of Cumuliform Cloud Formation based on Computational Fluid Dynamics[C]. Proceedings of the SIGGRAPH2008,2008:Article 94.
    [46]刘峰.GPU加速的云的生成和动态模拟[D]:(硕士学位论文).杭州:浙江大学,2005.
    [47]Dobashi Y, Nishita T, Yamashita H, Okita T. Modeling of Clouds from Satellite Images Using Metaballs[C]. Proceedings of the Pacific Graphics 1998,1998:53-60.
    [48]常丽.基于分形几何的动态云模拟及纹理分割算法的研究[D]:(硕士学位论文).唐山:燕山大学,2010.
    [49]石贱第,姜昱明.基于分形几何的动态云模拟[J].计算机仿真,2006,23(4):197-200.
    [50]Kajiya J T, Von Herzen B P. Ray tracing volume densities[C]. Proceedings of the SIGGRAPH 1984,1984:165-174.
    [51]Nagel K, Raschke E. Self-organizing Criticality in Cloud Formation[J]. Physica A,1992:519-531.
    [52]Dobashi Y, Kaneda K, Yamashita H, Okita T, Nishita T. A simple, efficient method for realistic animation of clouds[C]. Proceedings of the SIGGRAPH 2000,2000:19-28.
    [53]Dobashi Y, Nishita T, Okita T. Animation of Clouds Using Cellular Automaton[C]. In:Proceedings of the CGIM'99,1999:251-256
    [54]Perl in K. An image synthesizer[J]. ACM SIGGRAPH Computer Graphics,1985,19(3): 287-296.
    [55]Ebert D S. Volumetric Modeling with Implicit Functions:A Cloud is Born[C]. Proceedings of the SIGGRAPH 1997,1997:147.
    [56]Ebert D S, Parent R E. Rendering and Animation of Gaseous Phenomena by Combining Fast Volume and Scanline A-Buffer Techniques[C]. Proceedings of the SIGGRAPH 1990, 1990:357-366.
    [57]http://freespace.virgin.net/hugo.elias/models/m_clouds.htm
    [58]Schpok J, Simons J, Ebert D, Hansen C. A real-time cloud modeling, rendering, and animation system[C]. Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation,2003:160-166.
    [59]齐越,沈旭昆,段米毅,程惠琳.基于Perlin噪音绘制云的方法[J].系统仿真学报,2002,14(9):1204-1207.
    [60]任威,梁晓辉,马上,沈旭昆.大规模三维云实时模拟方法[J].计算机辅助设计与图形学学报,2010,22(4):662-669.
    [61]Kajiya J T, Von Herzen B P. Ray tracing volume densities[C]. Proceedings of the SIGGRAPH 1984,1984:165-174.
    [62]Mitchell K, Arts E. Volumetric light scattering as a post-process [J]. GPU Gems3, 2007:275-285.
    [63]Mitchell J. [C]. In:Proceedings of the Game Developers Conference 2004,2004.
    [64]Toth B, Umenhoffer T. Real-time volumetric lighting in participating media[C]. Proceedings of the EUROGRAPHICS 2009 Short Papers,2009.
    [65]Reed T, Wyvill B. Visual simulation of lightning[C]. Proceedings of the SIGGRAPH 1994,1994:359-364.
    [66]Dobashi Y, Yamamoto T, Nishita T. Efficient rendering of lightning taking into account scattering effects due to clouds and atmospheric particles[C]. Proceedings of Pacific Graphics 2001,2001:390-399.
    [67]Kim T, Lin M C. Physically based animation and rendering of lightning[C]. Proceedings of the Pacific Graphics 2004,2004:267-275.
    [68]Kanamori S, Fujiwara K, Yoshinobu T, Raytchev B, Tamaki T, Kaneda K. Physically Based Rendering of Rainbows under Various Atmospheric Conditions[C]. Proceedings of the 18th Pacific conference.on computer graphics and applications,2010:39-45.
    [69]http://mysite.du.edu/~jcalvert/astro/bow.htm
    [70]Martin E. Physics Based Simulation of Night Vision Goggles[C]. Proceedings of the IMAGE 2000,2000.
    [71]刘磊.激光助视/微光夜视系统视距评估研究[D]:(博士学位论文).南京:南京理工大学,2005.
    [72]王水田.关于船行波问题的研究(一)[J].水道港口,1980,1:21-37.
    [73]陈静剑.船舶兴波理论[J].力学进展,1981:17-32.
    [74]Goss M. A real time particle system for display of ship wakes[J]. IEEE Computer Graphics and Applications,1990,10(3):30-35.
    [75]尹勇.分布式航海仿真系统中视景实时生成算法的研究[D]:(博士学位论文).大连:大连海事大学,2001.
    [76]尹勇,任鸿翔.航海仿真虚拟环境的海浪视景生成技术[J].系统仿真学报,2002,14(3):313-315.
    [77]高天池,李月莲.用二维方法模拟虚拟现实系统中的船行波[J].实验室研究与探索,2003,22(5):41-42.
    [78]李苏军,蒋杰,瞿师,吴玲达.基于粒子系统的船行波建模与绘制[J].舰船电子工程,2007,27(6):119-124.
    [79]胡一笑,姜昱明.船行波的三维可视化仿真[J].计算机应用,2008,28(B06):247-249.
    [80]胡一笑.船行波的计算机仿真研究[D]:(硕士学位论文).西安:西安电子科技大学,2008.
    [81]王爱明.海洋舰船尾迹合成孔径雷达成像仿真研究[D]:(博士学位论文).北京:中国科学院研究生院2003.
    [82]叶文隽.SAR图像舰船尾迹检测研究[D]:(硕士学位论文).长沙:国防科学技术大学,2009.
    [83]邹焕新,匡纲要,郁文贤.一种从SAR海洋图像中检测舰船航迹的算法[J].现代雷达,2004,26(1):41-44.
    [84]Kelager M. Lagrangian fluid dynamics using smoothed particle hydrodynamics [D]:[thesis]. Copenhagen:University of Copenhagen,2006.
    [85]Stam J, Fiume E. Depicting fire and other gaseous phenomena using diffusion processes[C]. Proceedings of the ACM SIGGRAPH 1995, Los Angeles,1995:129-136.
    [86]柳有权,刘学慧,朱红斌,吴恩华.基于物理的流体模拟动画综述[J].计算机辅助设计与图形学学报,2005,17(12):2581-2589.
    [87]Muller M, Charypar D, Gross M. Particle-based fluid simulation for interactive applications[C]. In:Proceedings of the ACM SIGGRAPH/Eurographics 2003 2003:154-159.
    [88]Muller M, Schirm S, Teschner M, Heidelberger B, Gross M. Interaction of fluids with deformable solids[J]. Computer Animation and Virtual Worlds,2004,15(3-4): 159-171.
    [89]Thurey N, Muller-Fischer M, Schirm S, Gross M. Real-time breaking waves for shallow water simulations[C]. Proceedings of the 15th Pacific Conference on Computer Graphics and Applications, Hawaii 2007:39-46.
    [90]延诃,王章野,廖斌斌,黄若冠,彭群生.基于物理的海浪场景的真实感建模与绘制[J].计算机辅助设计与图形学学报,2008,20(9):1117-1125.
    [91]陈曦,王章野,何戬,延诃,彭群生.GPU中的流体场景实时模拟算法[J].计算机辅助设计与图形学学报,2010,22(3):396-405.
    [92]金一丞,尹勇STCW公约与航海模拟器的发展[J].大连海事大学学报,2002,28(3):51-54.
    [93]杨春平.天空背景光谱特性建模及仿真[D]:(博士学位论文).成都:电子科技大学,2008.
    [94]王长波,王章野,曾运,彭群生.考虑大气折射的天空场景真实感绘制[J].计算机学报,2005,28(6):539-549.
    [95]郭禹.航海学[M]. 大连:大连海事大学出版社,2009.
    [96]苏宜,苏朝晖.天文学新概论[M].北京:科学出版社,2009.
    [97]Debevec P E, Malik J. Recovering high dynamic range radiance maps from photographs[C]. Proceedings of the ACM SIGGRAPH 1997,1997:369-378.
    [98]Debevec P. Rendering synthetic objects into real scenes:Bridging traditional and image-based graphics with global illumination and high dynamic range photography[C]. Proceedings of the SIGGRAPH 1998,1998:189-198.
    [99]Yu Y, Debevec P, Malik J, Hawkins T. Inverse global illumination:Recovering reflectance models of real scenes from photographs[C]. Proceedings of the ACM SIGGRAPH1999,1999:215-224.
    [100]Mantiuk R, Heidrich W. Visualizing High Dynamic Range Images in a Web Browser [J]. Journal of Graphics, GPU,& Game Tools,2009,14(1):43-53.
    [101]Reinhard E, Stark M, Shirley P, Ferwerda J. Photographic tone reproduction for digital images[J]. ACM Transactions on Graphics,2002,21(3):267-276.
    [102]http://skyclouds.waylonchan.net/cp2_1.php
    [103]http://zsqx.gnet.gd.cn/yun/table-fenlei.htm
    [104]周成虎,孙战利,谢一春.地理元胞自动机研究[M]. 北京:科学出版社,2000.
    [105]田春生,黄荣辉.大气动力学入门[M]. 北京:气象出版社,1984.
    [106]王长波.基于物理模型的自然景物真实感绘制[D]:(博士学位论文).杭州:浙江大学,2006.
    [107]体系结构审核委员会OepnGL编程指南(第七版)[M].北京:机械工业出版社,2010.
    [108]Ikits M, Kniss J, Lefohn A, Hansen C:Volume Rendering Techniques, GPU Gems: Addison Wesley,2004:454-469.
    [109]http://code.google.com/p/thrust/
    [110]Perlin K. Improving noise[C]. Proceedings of the ACM SIGGRAPH 2002,2002: 681-682.
    [111]Perlin K:Implementing improved perlin noise, GPU Gems:Addison Wesley,2004: 73-85.
    [112]Green S:Implementing improved perlin noise, GPU Gems2:Addison Wesley,2005: 297-302.
    [113]Kipfer P, Westermann R. Improved GPU sorting[J]. GPU Gems 2,2005:733-746.
    [114]http://www.biologie.uni-hamburg.de/b-online/e28_3/lsys.html
    [115]Spencer G, Shirley P, Zimmerman K, Greenberg D P. Physically-based glare effects for digital images[C]. Proceedings of the SIGGRAPH 1995,1995:325-334.
    [116]Dobashi Y, Yamamoto T, Nishita T. Efficient rendering of lightning taking into account scattering effects due to clouds and atmospheric particles[C]. Proceedings of the Pacific Graphics 2001,2001:390-399.
    [117]James G. Real-Time Glow. GPU Gems. Addison Wesley,2004:234-247.
    [118]夏国泽.船舶流体力学[M].武汉:华中科技大学出版社,2003.
    [119]Fedkiw R, Stam J, Jensen H W. Visual simulation of smoke[C]. Proceedings of the SIGGRAPH 2001,2001:15-22.
    [120]Harris M J:Fast fluid dynamics simulation on the GPU, GPU Gems:Addison Wesley, 2004:637-665.
    [121]CUDATM N. NVIDIA CUDA C Programming Guide[M].2011.
    [122]曾文平.二维对流扩散方程恒稳的蛙跳积分格式[J].华侨大学学报(自然科学版),2002,23(3):232-239.

© 2004-2018 中国地质图书馆版权所有 京ICP备05064691号 京公网安备11010802017129号

地址:北京市海淀区学院路29号 邮编:100083

电话:办公室:(+86 10)66554848;文献借阅、咨询服务、科技查新:66554700