虚拟战场中一种基于GPU的大规模动态地形仿真研究
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摘要
动态地形仿真在虚拟战场中的研究对象主要是地形表面与军事系统之间的交互作用,比如爆炸产生弹坑以及车轮留下痕迹等等。在很大程度上,这些动态地形效果影响着战场仿真过程以及结果的逼真度和可信度。为了满足交互式虚拟战场的仿真需求,本文深入研究了动态地形领域中的相关技术,其具体的研究内容以及创新点如下:
     1)在虚拟战场中,爆炸以及车轮的压力会改变地形的拓扑结构以及相关的属性,然后在地形表面产生弹坑以及车痕。为了实现地形的形变操作,本文提出了较为理想的弹坑以及车痕的物理模型弹。其中,弹坑方向的引入使得弹坑的外观更加真实与多样。此外,还采用过程纹理图的方法增强了仿真的视觉逼真度。
     2)在大规模地形的可视化研究中,一个主要的问题就是如何用有限的计算机图形处理能力高效的展现大规模地形数据。为了解决这一问题,本文提出了一种改进的Level of Detail (LOD)算法来简化地形模型。该算法结合了Geomipmaping以及Chunked LOD算法的优点,用规则的block以及tile来表示多分辨率的地形网格。并且,我们将tile分割成更小的tilelet,从而引入了GPU缓冲池以及二级视景体裁剪技术,显著提高了实时绘制的效率。此外,我们还引入了动态再细分区域的概念,实现了对地形分辨率的动态扩展,满足了动态地形仿真所需要的细节表达。
     3)结合GPU中的framebuffer object (FBO),纹理顶点访问以及shader技术,本文提出了基于GPU的地形形变策略。该策略将地形数据以及地形形变信息转化为GPU存储器中的地形高度纹理图和偏移量纹理图,使得地形形变的所有计算由CPU移植到了GPU中,大大提高了仿真系统的实时效率。
     4)在大规模地形的可视化研究中,地形数据的总量很可能会超出系统内存的容量。为了解决海量数据与内存容量之间的矛盾,我们引入了地形分页管理技术。它以离线的方式将地形数据分割成若干页面,并分别保存在外存设备中。在实时运行时,我们只将需要的地形页面从外存调入系统内存,而将超出视域的地形页面从内存中移除。本文结合3)中所提出的策略,改进了静态地形分页管理算法,实现了弹坑以及车痕动态地形中海量数据的管理。该方法的关键在于将极少量地形概要信息以及车痕偏移量数据在内存和外存之间进行双向的传输,从而记录以及恢复地形形变的信息。
     为了验证本文提出的方法,我们设计了一个虚拟战场仿真系统,最终实现了弹坑以及车痕的动态地形仿真。因为该系统利用GPU大大减轻了CPU的计算负担,所以得到了较为理想的结果。
Dynamic terrain in virtual battlefield simulation pays attention to interact of dynamic terrain surface and military system, such as the crater of explosion and the ruts of vehicle tires. It influences process and result of combat simulation directly, and it can improves fidelity and credibility of simulation.
     To meet the demands of the applications of virtual battlefield, the main contributions of this dissertation are as follows:
     1) In virtual battlefield, explosions of ammunition and compression of vehicle tires would change the topology and other features of terrain surface, and then create craters and ruts on the terrain. To simulate the deformation of terrain, we present the physical model of the crater and rut, and crater model has a direction depending on the direction of impacting force. And, we update crater and rut texture with a method of procedural texture.
     2) The contradiction between the limited computer processing capacity and complex geographical terrain data representation is a primary problem of the visualization of the large terrain. To solve this problem, we present an improved Level of Detail (LOD) algorithm. Its central idea is to use a regular-grid representation and fixed size blocks/tiles that change in resolution, and use the technology of GPU cache and second level of view frustum culling to render terrain fast. Moreover, to provide the deformation terrain regions with enough detail, we present Dynamically Divisible Regions (DDR) technology, which can dynamically extend the resolution of a region within the terrain mesh with GPU.
     3) By means of the features of modern Graphic Processing Unit framebuffer object (FBO), vertex texture fetch and shader technology, we provide a GPU-based strategy for terrain deformation. Our strategy encode the terrain data and deforming information into textures stored in video memory, so that deformation of dynamic terrain can be processed entirely in the GPU, and the efficiency of our strategy is improved.
     4) For large terrains models, the amount of mesh data may exceed the amount of available in-core memory. In this situation, paging attempts to resolve the conflict between data size and memory capacity by managing the presence of data in memory. It use spatial partitioning to generate the partitions that are then stored offline. At runtime, viewable partitions are paged into core memory and restored into the data structure as a spatial subunit, creating a sparsely populated entity that uses less memory without affecting the rendered scene. With the method mentioned in3), we present an improved method of paging to manage the large dynamic terrain of craters and tire ruts.
     To demonstrate our method, we present a terrain visualization, and then implement the dynamic terrain simulation of craters and tire ruts in a virtual battlefield. And the interactive efficiency of this system is very good.
引文
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