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Design and Implementation of Human Simulation Module Based on Vega-Diguy

Author: TaiXinWang
Tutor: XuChangQing
School: Jilin University
Course: Software Engineering
Keywords: 3D model creation Motion datum sampling Collision detect Bounding box
CLC: TP391.9
Type: Master's thesis
Year: 2008
Downloads: 95
Quote: 1
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Abstract


Simulation of environment, soldier, and the action of strategy will definitely improve the ability to fight, making our army suitable to the modern battle field. To simulate battle field, the simulation of battle field almost covers every aspects of military action. However, the existing simulation of battle field, especially single soldier, stimulated practice training,employs 2D graphics and animation of it. This way of simulation allows you to observe the battle field with bird’s view and get a well understanding of every battle unit, but it doesn’t have realistic situation of battle field, physical attributes of army force, effects of attack and defense, failing to give us an intuitive impression. So, the support for modern battle is limited; besides, this kind of simulation doesn’t provide an appropriate proportion due to its poor presentation of army force and other objects, thus degrading the effect of simulation. The only way to overcome all drawbacks stated above is 3D battle field simulation. This kind of simulation models objects such as soldier, fight group, Commanders at all levels, and environment of battle field in 3D way and render the overall scene.This paper details the design and implementation of actions of single battle unit based on Vega DIGUY module and DIGUY package, which can be used with Vega to provide us satisfactory simulation results. DIGUY can respond to real-time instruction given by users.And it adopt optimization of motion buffer, volatile variance of motion, transition of hight level detail and motion, control over level of mission and etc to achieve an wonderful simulation effects. Every virtual battle unit can cruise in the 3D battle field. Moreover, actions of battle unit can be controlled by either Vega Lynx control panel or API provided by DIGUY package, which include stand, jump, bend knees, prowl, using weapon, and etc. All these simplify our work.We first provide a brief introduction to Vega , how VC supports it, and the specific requirement of battle field. Vega provide us with a powerful set of C API and a friendly user interface that can simplify our development. Moreover, DIGUY can be fully integrated into Vega application.Then, we give a detail description of the implementation of human model and an introduction to flt and how to update datum of the model. Virtual human is geometrical presentation of human in virtual environment and an important part of multitask sensation and motion computation. The key technology employed in virtual human is geometrical modeling, motion control and rendering. In our system, we adopt tools from commercial software package to model virtual human in order to get the inner presentation of virtual human, then design the detail of behavior of virtual human. After that, we save these motion datum as a external file. Finally, the model will be imported into virtual environment.The next part is mainly about the implementation of basic action of virtual human. We use DIGUY7’s motion editor to design the action of virtual human in key-frame way, and save result into a file. We utilize skeleton way and motion-catching method to build the library of soldier to meet the requirement of human action. This library features simplicity, easy to use and quick generation of virtual human, leading to various realistic body motion. By far, this library provides some basic body motion such as leap, prowl, forward, fire, and etc, allowing real-time processing of motion datum depending different configuration. And the control is very convenient and flexible; beside, the transition is natural.The forth part covers the implementation of collision detection of virtual human, which is an important aspect when we build simulation system and an important way to give user immersive experience. It allows users to interact with virtual environment. For instance, it can judge if a soldier is collide with a armored tank. The effect will prove unrealistic without collision detection. In this part, we give a detail presentation of Z, which is used to do vertical collision detection, and LOS, which is used to do horizontal collision detection. We also make the unit correspond in a physical way depending on what kind of collision detection occurs.The last part goes into effect of human module in our system. One is audio effect when firing, the other is trail effect after emission of rocket. We turn on audio effect to achieve first effect, and we use FX module of Vega and a particle system editor to implement the later effect.What we give above is about the design and implementation of virtual human based on Vega and DIGUY in our system. It can model the virtual army force and environment realistically,giving a continual, correct presentation of spatial army force and precise collision detection among virtual objects. And special effects like fog, fire, and explorsion are implemented. Chief director can switch to any observer’s to view the virtual battle. This system overcomes many drawbacks of its 2D counterpart, giving powerful 3D support for the military leads the accent, maneuver, tactical scenario, judgement of military action and etc.

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CLC: > Industrial Technology > Automation technology,computer technology > Computing technology,computer technology > Computer applications > Information processing (information processing) > Computer simulation
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