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复杂环境下的海面实时建模与仿真研究
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摘要
自然场景仿真一直以来都是计算机图形学领域热点研究方向之一,它被广泛应用于VRGIS、虚拟现实和计算机动画领域。海洋环境是是自然场景的主要组成部分之一,基于风场数据的海浪模拟对虚拟海洋环境的真实感具有重要的作用,本文在分析渲染管道负载平衡的基础上,大量应用GPU技术解决风场条件下的海浪建模问题,模拟海洋环境中船舶航行波扰动效果,基于视点的宽广域海洋表面多细节层次快速建模,以及在复杂环境下的海面加速绘制。本文从实时性和真实感两方面得到较好平衡,所做的工作主要包括:
     1.介绍海洋风场数据研究环境,着重分析了风与波浪之间交互作用,从微观力学角度阐述波浪形成过程,以及介绍海洋环境中波群和波浪折射等现象。本文从线性波、非线性波和频谱理论等各方面详细介绍了海浪特征及其各要素之间关系。
     2.对于动态变化的风场海洋模型,我们根据分而治之思想,采用基波建模理论模拟海洋场景中各个不同区域海浪模型,然后叠加组合生成整个海面模型。在基波建模过程中,利用GPU求解线性波高度值,最后在GPU中快速绘制海洋模型。
     3.分析和对比了计算机图形学波浪仿真领域各种水波建模方法,以船行波扰动为例,采用基于频谱统计方法,利用CUDA快速求解FFT算法建立环境海浪模型,然后充分利用GPU的并行性求解二维波动方程,从简化的物理方程角度构建水面扰动波形,最后在GPU中通过合成生成实现扰动动画。
     4.着重分析复杂场景实时绘制方法,利用高效的场景分割和裁减算法减少进入绘制管道的图元,同时平衡分配CPU与GPU负载,有效提高场景渲染效率。对于复杂海面场景,我们提出基于占有比例的遮挡查询(OPOQ, Occupancy Proportion Occlusion Query)算法,减少对渲染图像贡献较少的模型对象,提高系统绘制效率。
     5.在基于动态视点环境下,我们采用基于视点的宽广域海面拼接方法,提出有效的LOD模型网格简化算法,解决基于运动视点的大规模海面建模实时绘制问题。最后在水面光效渲染上,充分利用GPU可编程能力,实现水面光照、环境反射和折射效果,达到真实模拟水面场景效果。
Nature simulation has been as one of most important research-fields in computer graphics for a long time, and it has been widely used in VRGIS、virtual reality and computer animation. Ocean environment is one of main parts of nature scene, and ocean wave simulation based on wind data acts as an important role for ocean environment simulaiton. Basing on analyseing rendering pipeline loading balance, the paper widely use GPU technology to solve the problem of ocean wave modeling on condition of vary wind, simulate boat wave in ocean environment, build multi-level ocean surface model based on vary view-point, and accelerate rendering in complex ocean surface environment. Our methods get a good balance of image and efficiency, and mainly contributions of this dissertation are:
     1. Presenting wind data research environment of ocean surface, giving emphasis to analyse the interaction of wind and wave, expatiating wave growing process based on microcosmic mechanics of wave, and introducing wave group、wave refraction phenomenon in ocean environment. The paper particular analyse ocean wave character and its relationship by the way of linearity wave、non-linearity wave and frequency chart theory.
     2. As for vary wind ocean wave model, we adopt the idea of dividing and ruling and put forward base-wave modeling theory to simulate different area wave model. Lastly, we overlap all base-wave models to construct whole ocean model. In the processing of base-wave models, we utilize GPU to calculate linearity wave height-value and accelerate rendering ocean model in GPU.
     3. By analysing and comparing different wave modeling method in the field of computer graphics, the paper implement an animation of boat wave based on the method of frequency statistical. Firstly constructing the environment wave by using CUDA to accelerate calculating FFT equation, secondly using GPU(Graphics Processing Unit) to calculate shallow wave equation and constructing disturbed boat wave, and lastly by overlapping the two wave data to implement the animation in GPU.
     4. Emphasizing on analysing complex scene accelerating rendering method, and utilizing the methods of high-efficiency scene partition and visible-culling to decrease rendering primitive quality. Our algorithms take into account of the balance of loading of CPU and GPU to increase rendering efficiency. As for complex ocean scene, we put forward the method of based OPOQ (occupany proportion occlusion query), which can reduce the models that give little contribution to image and improve system rendering efficiency.
     5. In the environment of moving view-point, we adopt the method of patching up ocean surface, put out an efficient LOD grid model of ocean surface, and resolve the problem of broad ocean surface quick-modeling with moving view-point. Lastly we utilize the programmable capacity of GPU to realize water surface lighting、environment reflection and environment refraction, in order to get trueness water surface simulation.
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