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Issues of Modeling and Visualization of Virtual Nature Scenes

Author: HuangZhengZuo
Tutor: ZhengYao
School: Zhejiang University
Course: Applied Computer Technology
Keywords: Virtual natural scenes Visualization L-system Parallel growth Parallel rendering Terrain Visualization Display Wall Gesture interaction
CLC: TP391.41
Type: PhD thesis
Year: 2008
Downloads: 660
Quote: 2
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Virtual natural scene modeling and visualization is a challenging research topics in GIS, Fun \u0026 Games, research and teaching, synthetic environment, flight simulation, digital display, virtual battlefields and many other fields have broad application prospects. Natural scenes contain a wide range of content, including air, land and sea, as well as the air, ground, water underwater phenomena, these scenes and phenomena, modeling and visualization methods varied, very complicated. Virtual natural scene is a typical crossover study areas, are very much involved in the field, including biology, physics, computer science, and so on. This study mainly from computer science and technology point of view, for natural scene modeling and visualization research attention in the three objectives, namely authenticity, and display of real-time, around the field on individual plants rapid modeling and visualization, real-time rendering large-scale terrain, large-scale natural scenes hardware and software environment to build and interactive method several major issues in depth research. The specific content of this article include: first, research based on L-system virtual plant growth simulation. Such simulation is usually calculated and data intensive process. Based on L-system internal branch structure, the use of a binary tree as the underlying data organization to re-implement a class of stochastic context bracketed parameters L system. And the traditional use of arrays as the underlying data structure L-system, the new system is part of a higher growth simulation space efficiency, and has better scalability. In addition, the use of individual plant growth inherent parallel logic, parallel study individual plant growth simulation algorithm, and individual plants realized sort-last parallel rendering algorithms. Numerical experiments show that the multi-processor architecture, we should parallel algorithm is effective. Second, the study triangulated irregular network-based chunking terrain rendering algorithms. With the development of GPU technology, real-time terrain rendering algorithm research focus shifted to how to take full advantage of GPU rendering and computing power, reducing the burden on the CPU real-time computing. Through a pretreatment process, block LOD algorithm can achieve the above object. However, the existing algorithm is mainly based on semi-regular triangular mesh generation techniques designed redundant vertices accompanying phenomenon will cause the grid size is much larger than the actual needs of users. Based Bowyer-Watson incremental insertion point techniques to achieve a robust Delaunay mesh generation algorithm for generating vertex does not contain any redundant triangulated irregular network. A typical application, the new algorithm can reduce the mesh size of about 3 percent, which not only significantly reduces the pre-generated intermediate file size, but also conducive to enhancing the efficiency of the subsequent draw. Third, the study of large-scale natural scenes semi-immersive display platform design approach. The platform for parallel rendering using PC Cluster, use the projector array splicing constitute large high-resolution display environment, the use of camera tracking gestures for human-computer interaction and scene roaming. Its main tasks are: (1) study the new system entirely based on a common hardware platform to build large-scale natural scenes demonstrate methods, including hardware and software architecture of the system, parallel rendering system and projector geometry and color correction. (2) proposed and implemented a camera-based gesture interaction method. This method uses the empirical model color segmentation achieve hand detection algorithm using CamShift hand tracking, contour extraction algorithm using Freeman and gesture recognition based on curvature. Will eventually be converted to a universal gesture recognition results of the mouse and keyboard commands to manipulate the scene. Finally, to validate and demonstrate the research results, this paper shows the wall as display terminals, the paper, the realization of virtual plant modeling and terrain visualization algorithm, and the other three categories scene elements (vegetation, water and sky) visualization algorithm commonly used to integrate , to achieve a set of constituent elements with a variety of complex scenes systems. Use of gesture interaction, users can effectively roaming in these scenarios, get a sense of semi-immersive interactive.

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CLC: > Industrial Technology > Automation technology,computer technology > Computing technology,computer technology > Computer applications > Information processing (information processing) > Pattern Recognition and devices > Image recognition device
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