室内虚拟环境构建研究
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摘要
作为虚拟战场环境的构成要素,室内虚拟环境的研究是战场环境仿真研究体系中不可或缺的组成部分。本文围绕构建一个实时、可进入、近真实的室内虚拟环境展开研究,其中,侧重解决实时绘制条件下的碰撞问题,并着重研究了室内漫游中的快速碰撞检测、碰撞响应、模型数据组织、场景数据调度以及室内光影计算等几个问题。
     本文的研究工作主要体现在以下几个方面:
     1.通过总结现有碰撞检测算法,提出了利用图像深度检测的方法来简化室内虚拟环境中的碰撞检测;实现了基于OpenGL拾取技术的快速碰撞检测算法,使用物体空间的加速方法对其进行了优化,并通过实验验证了该算法的优越性。最后,结合射线求交技术,实现了室内虚拟环境中的地形跟随。
     2.通过研究碰撞响应及相关物理模型,找出了影响碰撞响应求解的场景要素,为室内场景数据重组提供了理论上的依据,从而为室内虚拟环境面向仿真应用打下了基础;通过实现门对视点碰撞的响应(开闭),验证了模型数据组织的合理性。
     3.为提高碰撞检测效率,保证绘制的实时性,针对建筑物室内场景的高度遮挡特征,构建了适合建筑物室内场景数据调度的建筑物/楼层/房间层次结构;提出了基于视点位置的数据调度方法,并验证了该方案的可行性。
     4.针对室内场景特点,对光影效果模拟进行了尝试性探讨。提出使用局部光照模型和阴影算法相结合的方法来模拟场景光影。使用有约束条件的面法线向量求平均的方法计算模型顶点法向量,改进了光照渲染效果;采用阴影体技术为场景添加阴影,进一步增添了场景的真实感。
As a component of the virtual battlefield environment, it is indispensable to study virtual indoor environment in the simulation of the battlefield environment. This paper build a real-time rendering, immersing and near-real virtual indoor environment, focusing on some key technologies, such as rapid collision detection, collision response, data organization, scene data organization and scheduling as well as the calculation of lighting and shadow in indoor scene.
     The following contents are what we have done in this dissertation:
     1. By summarizing some common collision detection algorithms, we present a method to simplify collision intersection with image depth detection in indoor virtual environment. We implement a fast collision detection algorithm with OpenGL-based pick technology. And we also optimize the algorithm combining object space acceleration method. Finally we demonstrate its feasibility by experiment.Combining the radial intersection technology, we implement the terrain following in virtual indoor environment.
     2. By a research on collision response and its physical models, we find out the key elements that affect the collision response. It provides theoretic accordance for the model data reorganization, and is also the foundation of the application of the indoor environment simulation. And we implement the door's response to viewpoint collision (on and off) and validate the rationality of reorganization.
     3. Based on the high hidden attribute of the indoor environment, we design a hierarchical structure of buildings, floors and rooms to meet the need of real-time data requirement and present a method of data scheduling based on viewpoint position. At last, we validate its feasibility by experiment.
     4. We try to explore ways to improve the scene reality considering the characteristics of indoor environment. For example, we improve the light rendering effect with the method of getting the vertexes' normals by the mean value of the faces' that satisfied the constrained condition; and we perfect the scene vision by using shadow volume technology to render shadows in the scene.
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