基于Skyline的黑河流域地形三维可视化技术研究与实现
详细信息    本馆镜像全文|  推荐本文 |  |   获取CNKI官网全文
摘要
在科学技术日新月异的当今时代,三维地理信息系统(Geographic Information System, GIS)以其直观、形象的特点备受各领域的关注,具有广阔的发展空间和应用前景,成为地理信息系统研究和发展的主要趋势。地形三维可视化技术是建立三维GIS的关键技术之一。
     论文采用理论技术研究与实践开发相结合的思路,以黑河流域为实验区,构建了地形三维可视化系统。论文主要进行了以下几个方面的研究:
     (1)介绍了地形三维可视化的基本理论和技术,指出地形三维建模和地表纹理映射技术是地形三维可视化的重要环节。对比分析了等高线模型、规则格网模型和不规则三角网模型三种数字高程模型(Digital Elevation Model, DEM)的建模原理以及各自的优缺点,针对黑河流域幅员辽阔、数据量大的特点,选择数据结构简单、建模方法直接的规则格网模型构建三维地形:阐述了地表纹理映射原理以及各种纹理映射技术,提出采用“整体低、局部高”的策略进行地表纹理数据组织。
     (2)在深入分析黑河流域地形三维可视化系统建立的必要性和可行性的基础上,对黑河流域地形三维可视化系统进行了总体结构设计、功能模块划分、数据库设计以及界面设计。
     (3)从空间参考基准和数据格式两个角度提出了建立地形三维可视化系统数据组织的前提条件,从地形数据、地物模型数据和二维矢量数据三个方面总结了空间数据的组织方式。
     (4)在归纳Skyline软件系统的优势及其体系结构和功能的基础上,总结了一套行之有效的三维场景构建方法和作业流程。
     (5)利用Visual Studio 2005开发环境与Skyline TerraExplorerAPI和ArcGIS Engine接口开发实现了黑河流域地形三维可视化系统。
     本文研究并设计实现的黑河流域地形三维可视化系统,可以对黑河流域三维地形场景进行形象逼真的展示,能够完成基于三维环境的空间分析、信息查询等功能,能够服务于干旱区绿洲化、荒漠化以及环境演变的研究,尤其是能对流域内绿洲空间格局演变等具有较大尺度的现象和过程提供良好展示。
With the rapid development of science and technology,3D geographical information system attracts much concern in various fields for its intuition, having a broad space for development and application prospects, becoming the main trend of geographic information system (GIS) research and development. The terrain 3D visualization is one of the key technologies to establish 3D GIS.
     The theory technology research and practice are used together to construct the terrain 3D visualization system of Heihe River Basin in this paper. It is mainly concern as follows in this paper:
     (1) The basic theory and technology of terrain 3D visualization is introduced in this paper, pointing out that the 3D modeling and surface texture mapping technology is the important step to construct terrain 3D visualization. The main three models of the digital elevation model (DEM): contour model, regular grid model and TIN (Triangulated Irregular Network) model are compared with every model's basic theory and advantages & disadvantages. Considering the Heihe River Basin having a vast territory and complicated terrain triangulated irregular network modela with a simple data structure and directly modeling methods is proper to construct 3D terrain in this paper. The principle of surface texture mapping and the technology of a variety of texture mapping are expounded, pointing out that the "whole quality is low, local quality is high "strategy is used to organize the surface texture data.
     (2) Based on a thorough analysis of the necessity and feasibility of the Heihe River Basin terrain 3D visualization system, the overall structure design, function module partition, database design and interface design of the Heihe River Basin terrain 3D visualization system terrain are finished.
     (3) The premise condition for data organization to establish terrain 3D visualization system is proposed from the spatial reference datum and data formats while the spatial data organization mode is summarized from terrain data, the earth's surface model data and two-dimensional vector data.
     (4) Based on the superiority and structure and function of Skyline software, efficient methods and processes to establish 3D scene are summed up.
     (5) With Visual Studio 2005 as programming environment and Skyline TerraExplorer API & ArcGIS Engine as interface the Heihe River Basin visualization system is achieved.
     The Heihe River Basin terrain 3D visualization system designed by this paper can be used for displaying 3D scene of Heihe River Basin terrain, spatial analysis based on 3D environment, information query and so on. It can also be used to study the arid oasis transformation and environmental evolution, especially useful to provide a good show of oasis spatial pattern evolution with large scale and long processes.
引文
[1]http://baike.baidu.com/view/67983.htm.
    [2]GoreA.DigitalEarth:Understanding our Planet in the 21st Century [EB/OL-]. Given at the California Science Center, LosAngeles, California. http://www.digital-earth.gov/speech.html. 1998.01.31.
    [3]李德仁.数字地球与“3S”技术[J].中国测绘.2003,(2):28-31.
    [4]http://heihe.westgis.ac.cn/(数字黑河).
    [5]靳海亮,高井祥.三维地形可视化技术研究进展[J].测绘科学.2006,31(6):162-164.
    [6]Reinhard Klein, Tobias Huttner. Simple amera-dependent approximation of terrsin surfaces for fast visualization and animation.Visualization 96.ACM, R.Yagel, Editor.1996:79-84.
    [7]Dvaid Luebke, Carl Erikson. View dependent simplification of arbitaryr Polygonal environments. SIGGRAPH'97 Porceedings, Los Angeles, California.1997:324-330.
    [8]Huagues Hoppe. Smooth view dependant level-of-detailcontrol and its application to terrain rendering[A].IEEE Visualization 1998 Proceedings,1998:35-42.
    [9]B.B.Mandelbrot. The fractal geometry of nature. W.H.Freeman, San Francisco.1982.
    [10]Willimas.L.Pyramidal Pararnetries. Computer Grpahies.1983 Vol 17 No.3:1-11.
    [11]莫凡.虚拟地理环境中地表纹理的研究与实践[硕士论文].郑州.解放军信息工程大学.2004,11-12.
    [12]汤颖.纹理映射-合成和压缩[博士论文].杭州.浙江大学.2005.
    [13]李增忠.纹理映射技术的研究[硕士论文].西安.西安电子科技大学.2005.
    [14]Florian Schroder, Patrick Robbach. Managing the complexity of digital terrainmodes, Computer & Graphics.1994,18(6):775-783.
    [15]Geofrey Y Gardner.Simulation of natural scenes using textures quadric surfaces. Computer Graphics.1984,18(3):11-20.
    [16]P.Lindstrom, D.Koller, W.Ribarsky etal. Real-time, continuous level of detail rendering of height fields. Proceedings of the ACM SIGGRAPH Conference on Computer Graphics.pages 109-117,1996
    [17]Mark A. Duchaineau, Murray Wolinsky, David E. Sigeti et al.Mineev-Weinstein. ROAMing terrain:realtime optimally adapting meshes. In IEEE Visualization. Pages 81-88,1997
    [18]Stefen Rottger, Wolfgang Heidrich, Philipp Slussallek et al. Real-time Generation of Continuous Levels of Detail for Height Fields, Proceedings of the 6th International Conference in Central Europe on Graphics and Visualization, Feb.1998:315-322
    [19]P Cignoniet etal. Representation and visualization of terrain surfaces atvariable resolution. The Visual Computer.1997,13:199-217
    [20]谭兵,徐青,马东洋.用约束四叉树实现地形的实时多分辨率绘制[J].计算机辅助设计与图形学学报.2003,15(3):270-276.
    [21]苏虎,周美玉.一种大规模地形的实时绘制算法[J].武汉大学学报(工学版).2003,36(3):810-851.
    [22]王英杰,袁勘省,余卓渊.多维动态地学信息可视化[M].北京:科学出版社.2003.10.
    [23]邬伦,刘瑜,张晶等.地理信息系统—原理、方法和应用[M].北京:科学出版社. 2001.2.
    [24]徐青.地形可视化[M].北京:测绘出版社.2000.
    [25]Darwyn R.Peaehey. Solid texturing of complex surafces. SIGGRAPH 85:279-286.
    [26]Blinn.J.FSimulation of Wriknled Surafce.Computer Grpahics.1978,12(3):286-292.
    [27]Paul S.Heckbert. Suvrey of Texture Mpaping. IEEE Computer Grpahics and Application, 1986.6(11):56-67.
    [28]王晓伟.双向纹理映射.系统工程与电子技术.1992,8:49-52.
    [29]http://www.skylineglobe.com
    [30]焦继宗,颉耀文,史建尧.地理信息系统开发实例.兰州:兰州大学出版社,2011.8.
    [31]李志林,朱庆.数字高程模型[M].武汉:武汉测绘科技大学出版社.2003.3.
    [32]彭群生,鲍虎军,金小刚.计算机真实感图形的算法基础[M].北京:科学出版社.1999.6.
    [33]武晓波等Delaunay三角网的生成算法研究[J].测绘学报.1999,28(1):28-34.
    [34]奕晓岩.TIN生成算法及其二维显示[J].海洋测绘.2004,24(5):39-1.
    [35]姚申君.基于TerraDeveloper的三维GIS开发研究[硕十论文].上海.华东师范大学.2008.
    [36]张英杰,张铁昌.纹理映射技术的发展综述[J].计算机工群与应用.1994,3.4:1-3.
    [37]刘德水.武夷山市三维GIS平台建设案例分析[J].中国信息界.2010,137-138(1-2):57-59.
    [38]孙芳,戴卿,周太平.地形渲染算法的研究[J].2009,32(1):157-160.
    [39]黄超超,凌永顺,吕相银.地形纹理映射方法研究[J].22(1):209-212.
    [40]李虎.基于SKyline的战场态势系统研究与实现[硕十论文].长沙.国防科学技术大学.2008.
    [41]常德海.基于Skyline的虚拟校园建设理论与方法研究[硕十论文].开封.河南大学.2006.
    [42]王钰.基于Skyline技术的油田地面三维可视化开发与实现[硕十论文].西安.长安大学.2009.
    [43]李佼.基于Skyline的三维GIS开发关键技术研究[硕士论文].上海.华东师范大学.2009.
    [44]韩秀梅.青海湖地区三维地形可视化与水体动态演进模拟[硕十论文].北京.中国地质大学.2006.
    [45]万聪.基于RS和GIS的三维地形可视化研究[硕十论文].北京.中国地质大学.2009.
    [46]涂齐亮.昆明城市地质数据三维GIS分析与可视化平台研究[博士论文].占林.吉林大学.2007.
    [47]何辉明.数字高程模型DEM的建模及其三维可视化研究[硕十论文].南京.东南大学.2004.
    [48]周军.地形三维可视化关键技术及其应用的研究[硕十论文].杭州.浙江工业大学.2008.
    [49]邹永玲.鄂尔多斯盆地地形三维可视化及其应用研究[硕十论文].西安.长安大学.2006.
    [50]严卉.无控制点方法DEM的生成与精度分析[硕十论文].成都.西南交通大学.2004.

© 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