大规模场景实时渲染若干技术问题研究
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摘要
大规模场景实时渲染的目的就是保证使用者在交互式的帧率下同大场景中的模型对象进行实时操作,并实时计算和动态绘制场景中的角色对象位姿,随着场景中视点的改变,画面的刷新速度要达到人眼觉察不到的闪烁,通常每秒20-30帧,不会产生跳帧现象或者内存被耗尽,出现死机等现象。目前,随着数字摄影测量和遥感技术的发展,获取海量数据已经成为可能,由这些海量数据构成虚拟现实系统大规模的场景,其中模型就有上万个甚至几百万个多边形,再加上高分辨率的卫星影像图作为纹理耗费了大量的存储空间,同时,还有可能需要环境光照,动画,声音效果等特效来增强现实感,如果再对地理数据的属性特征和位置特征进行实时再现,即使再高级的硬件配置也会显得力不从心。研究大规模场景在虚拟现实系统中实时渲染已经成为热门课题,它在数字城市的建设、3D游戏、虚拟战场、三维地理信息系统发展等众多领域都有着广阔的应用前景。
     本文在研究虚拟场景渲染的理论和基于软件的加速技术基础上,以Multigen-Creator为建模工具,以Vega为场景的驱动平台,在没有昂贵的SGI图形工作站等硬件支持下,运用Polymesh算法、对Polymesh改进的Irregular Mesh算法、Delaunay算法以及对其改进的CAT算法对实验区域进行地形细节层次的生成,通过对生成细节层次模型的多边形数目统计、误差分析、计算速度和适用范围得出四种算法的优缺点;运用大规模数据库管理技术,对超出图形硬件生成能力的大规模场景模型进行实时管理和调度,既降低了场景中多边形的数目,提高了渲染效率,又保证了实时渲染的帧数均匀性。设计和实现的基于不同视点(地表和空中)虚拟仿真系统,经过测试能够在一般配置的微机上流畅运行,满足实时性的要求,对大规模场景的实时渲染做了有益尝试。
The aim of real-time rendering of large-scale scenes is to ensure that the user can have real-time operation on the object model of large-scale scenes at interactive frame rate, at the same time, calculate player's position and orientation in real time, render the player of scenes dynamically, with point of view's change, screen's refresh rate should make the human eyes not detect the flicker, usually 20-30 frames per second, frame-skipping and system halted phenomenon does not happen, memory is not exhausted. With the development of digital photogrammetry and remote sensing technology, massive data can be got possibly, these massive data constitute large-scale virtual reality scenes, of which there are tens of thousands of polygons or even millions of polygons, together with high-resolution satellite image as a texture to spend a lot of storage space, meanwhile, may need to have environmental illumination, animation, sound effects and other effects to enhance a sense's reality, if property characteristics and location characteristics of the geographical data reproduce in real time, even if the advanced hardware configuration also appeared to be inadequate. Research on real-time rendering of large-scale virtual reality scenes has become a hot topic, which has a wide prospect of application at the digital city building, 3D games, virtual battlefield, three-dimensional geographical information systems development, and many other fields.
     Based on studying the theory of virtual scenes rendering and software-based acceleration technology, this paper uses Multigen-Creator for modeling tools and Vega for the scene-driven platform, in the absence of expensive SGI graphics workstations and other hardware support, the employment of Polymesh algorithm, Irregular Mesh algorithm to improve Polymesh algorithm, Delaunay algorithm and its improved algorithm CAT, to generate terrain levels of detail for the experimental region, through the LOD generation, statistics the polygon numbers of LOD models, analyse the LOD error, calculate the generation speed and summarize the application scope of the four algorithms to draw the advantages and disadvantages; The employment of large area database management technology to manage and attemper the models of large-scale scenes beyond the ability of graphics hardware in real time, which not only reduces the polygon numbers of scenes, improve rendering efficiency and make sure the frames uniformity of real-time rendering. Design and empolder the virtual simulation system based on the different point of view (surface and air), the virtual simulation system can run smoothly and meet the requirements of real-time in PC though testing, which makes a useful attempt to real-time rendering of large-scale of scenes.
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