跳到主要內容

簡易檢索 / 詳目顯示

研究生: 李岳倫
Yue-Lun Lee
論文名稱: 調適性動態載入之多重解析度地形展示
Adaptive Dynamic Loading with Multiresolution Terrain Visualization
指導教授: 曾定章
Yue-Lun Lee
口試委員:
學位類別: 碩士
Master
系所名稱: 資訊電機學院 - 資訊工程學系
Department of Computer Science & Information Engineering
畢業學年度: 93
語文別: 英文
論文頁數: 80
中文關鍵詞: 地形展示動態載入
外文關鍵詞: Multiresolution Terrain, Dynamic Loading
相關次數: 點閱:7下載:0
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 一般來說,把一大塊地形模型載入到記憶體做展示是不切實際的。在此,我們將大區域地形模型切割成許多矩形小地塊,並且動態地載入所需的小地塊到記憶體中展示。在增進視覺效能而不減少視覺品質的要求下,每個地形區塊各自擁有變動的解析度,解析度會自動根據螢幕空間誤差 (screen-space error) 作調整;也就是每個地形區塊都有視點相關多重解析度模塑 (view-dependent multiresolution modeling) 的功能。在這種情形下,當相鄰地塊有不同解析度時,在邊界就可能產生破裂。在此我們提出重新三角化邊界 (re-triangulated boundary method) 的方法來克服這個問題。
    在3D虛擬環境瀏覽的應用中,視點可能會靠近或遠離地形模型,而視野範圍也就跟著改變。為了進一步增進視覺效能及品質,我們讓地形區塊數量可以隨著視點高度自動改變。
    在只有一個處理器的電腦上執行3D飛行模擬,當載入地形區塊時,虛擬環境的飛行瀏覽經常會被暫停。為了消除這個現象,我們依據最近的飛行方向來預測飛行路徑,然後利用處理器執行的空檔預先載入可能需要的地形區塊。


    For a large terrain model, it is generally impractical to load the whole terrain model into the main memory. We here partition a large terrain model into blocks and then dynamically load the necessary terrain blocks into the memory for rendering. To improve the visualization performance without reducing the visual quality, every terrain block has its own variant resolution and the variable resolution is automatically adapted based on the screen-space error. That is, every terrain block possesses the view-dependent multiresolution modeling function. In such a case, cracks between two adjacent blocks with different resolutions are always generated. We here propose a re-triangulated boundary method to overcome the problem.
    During fly-through applications, the viewpoint may move toward or away from the terrain model, then the view-scope is changed. To further improve the visualization performance, the active block number is automatically adapted according to the height of the viewpoint.
    In a one-processor computer, the fly through always suspends during loading necessary terrain blocks. To reduce the phenomenon, we predict the flight path to pre-load the necessary blocks in advance based on the last flying directions.

    摘 要 I 誌 謝 II 目 錄 III 第一章 緒論 一 第二章 相關研究 二 第三章 重新三角化邊界及視點相關 三 第四章 調適性動態載入 四 第五章 飛行路徑預測 五 第六章 實驗 六 第七章 結論 七 附 錄 英文版論文 八

    [1] Chang, J.-H., Adaptive Multiresolution Terrain Modeling and Dynamic-loading for Flight Simulation, Master’s thesis, Inst. of Computer Science and Information Engineering, National Central University, Chung-li, Taiwan, 2002.
    [2] Cohen, J., A. Varshney, D. Manocha, G. Turk, H. Weber, P. Agarwal, F. Brooks, and W. Wright, “Simplification envelops,” in Proc. SIGGRAPH’96, New Orleans, LA, Aug.4-9, 1996, pp.119-128.
    [3] Duchaineau, M., M. Wolinsky, D. E. Sigeti, M. C. Miller, C. Aldrich, and M. B. Mineev-Weinstein, “ROAMing terrain: real-time optimally adapting meshes,” in Proc. Visualization’97, Phoenix, AZ, Oct.19-24, 1997, pp.81-88.
    [4] Erikson, C., Polygonal Simplification: An Overview, Tech. Report of Dept. Com. Sci., Univ. North Carolina at Chapel Hill, TR96-016, 1996.
    [5] Erikson, C. and D. Manocha, Simplification Culling of Static and Dynamic Scene Graphs, Tech. Report 98-009, Computer Science Dept., University of North Carolina, Chapel Hill, 1998.
    [6] Garland, M. and P. S. Heckbert, “Multiresolution modeling for fast rendering,” in Proc. Graphics Interface’94, Banff, Alberta, Canada, May, 1994, pp.43-50.
    [7] Garland, M. and P. S. Heckbert, Fast Polygonal Approximation of Terrain and Height Fields, Tech. Report CMU-CS-95-181, Carnegie Mellon Univ., School of Computer Science, Sep. 1995.
    [8] Garland, M. and P. S. Heckbert, “Surface simplification using quadric error metrics,” in Proc. SIGGRAPH`97, Los Angeles, CA, Aug.3-8, 1997, pp.209-216.
    [9] Garland, M., A. Willmott, and P. Heckbert. “Hierarchical face clustering on polygonal surfaces,” in Proc. of ACM Sym. on Interactive 3D Graphics, Mar. 2001.
    [10] Grabner, M., “Feature preservation in view-dependent multiresolution meshes,” in Proc. of Spring Conf. on Computer Graphics, Budmerice, Slovakia, 2002, pp.153-162.
    [11] Hoppe, H., T. DeRose, T. Duchamp, J. McDonald, and W. Stuetzle, “Mesh optimization,” in Proc. SIGGRAPH’93, Anaheim, CA, Aug.1-6, 1993, pp.19-26.
    [12] Hoppe, H., “Progressive meshes,” in Proc. SIGGRAPH’96, New Orleans, LA, Aug.4-9, 1996, pp.99-108.
    [13] Hoppe, H., “View-dependent refinement of progressive meshes,” in Proc. SIGGRAPH’97, Los Angeles, CA, Aug.3-8, 1997, pp.189-198.
    [14] Hoppe, H., Efficient Implementation of Progressive Meshes, Tech. Report of Microsoft Research, Microsoft Corporation, MSR-TR-98-02, Jan. 1998.
    [15] Hoppe, H., “Smooth view-dependent level-of-detail control and its application to terrain rendering,” in IEEE Visualization’98, Research Triangle Park, NC, Oct.18-23, 1998, pp.35-42.
    [16] Huang, C.-C., View-dependent Progressive-mesh Terrain Browsing with Dynamic Loading, Master’s thesis, Inst. of Computer Science and Information Engineering, National Central University, Chung-li, Taiwan, 1999.
    [17] Huang, W.-K., A Tactical Simulation System with Dynamic-loading Multiresolution Terrain Modeling, Master’s thesis, Inst. of Computer Science and Information Engineering, National Central University, Chung-li, Taiwan, 2001.
    [18] Klein, R., “Multiresolution representations for surfaces meshes,” in Proc. SIGGRAPH’97, Los Angeles, CA, Aug.3-8, 1997, pp.1-19.
    [19] Klein, R., D. Cohen-Or, and T. Huttner, “Incremental view-dependent multiresolution triangulation of terrain,” in Proc. Fifth Pacific Conf. Computer Graphics & Applications, Seoul, Korea, Oct.13-16, 1997, pp.127-136.
    [20] Lindstrom, P., D. Koller, W. Ribarsky, L. F. Hodges, N. Faust, and G. A. Turner, “Real-time, continuous level of detail rendering of height fields,” in Proc. SIGGRAPH’96, New Orleans, LA, Aug.4-9, 1996, pp.109-118.
    [21] Liu, S.-C., View-dependent Multiresolution Modeling with Appearance Attributes Using Quadric Error Metrics, Master’s thesis, Inst. of Computer Science and Information Engineering, National Central University, Chung-li, Taiwan, 2001.
    [22] Luebke, D. and C. Erikson., “View-dependent simplification of arbitrary polygonal environments,” in Proc. SIGGRAPH’97, Los Angeles, CA, Aug.3-8, 1997, pp.199-208.
    [23] Rossignac, J., and P. Borrel, “Multiresolution 3D approximations for rendering complex scenes,” in Geometric Modeling in Computer Graphics: Methods and Applications, Springer Verlag, 1993, pp.455-465.
    [24] Samet, H., “The quadtree and related hierarchical data structures,” ACM Computing Surveys, Vol.16, No.2, pp.187-260, 1984.
    [25] Schroeder, W. J., J. A. Zarge, and W. E. Lorensen, “Decimation of triangle meshes,” in Proc. SIGGRAPH’92, Vol.26, No.2, Chicago, IL, Jul.26-31, 1992, pp.65-70.
    [26] Soucy, M. and D. Laurendeau, “Multiresolution surface modeling based on hierarchical triangolation,” Computer Vision and Understanding, Vol.63, No.1, pp.1-14, 1996.
    [27] Terrex, An Introduction to SmatrMeshTM, Terrain Experts Inc., http://www.terrex.com/Downloads/SmartMesh.pdf
    [28] Turk, G., “Re-tiling polygonal surfaces,” in Proc. SIGGRAPH’92, Vol. 26, No.2, Chicago, IL, Jul.26-31, 1992, pp.55-64.
    [29] Xia, J. C., J. Ei-Sana, and A. Varshney, “Adaptive real-time level-of-detail-based rendering for polygonal models,” IEEE Trans. on Visualization and Computer Graphics, Vol.3, No.2, pp.171-183, 1997.
    [30] Yang, T.-S., Dynamic-loading Multiresolution Terrain Modeling in A Flight Simulation System, Master’s thesis, Inst. of Computer Science and Information Engineering, National Central University, Chung-li, Taiwan, 2000.
    [31] Zhao, Y., J. Zhou, J.-Y. Shi, and Z.-G. Pan, “A fast algorithm for large scale terrain walkthrough,” in Proc. CAD/Graphics, Kunming, China, Aug.22-24, 2001, pp.123-126.

    QR CODE
    :::