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目标三维场景建模与实时红外仿真技术研究 总被引:2,自引:1,他引:1
针对景象匹配系统对红外图像实时性的要求越来越高的特点,提出了基于目标三维场景的实时红外仿真方法。首先,设计了红外场景仿真的总体方案;其次,对材质红外图像计算、红外图像数据库建立、基于全球三维场景的实时红外场景建模三个关键技术做了初步实现;最后,结合红外场景仿真方案完成了系统。实验结果表明:该方法生成的红外图像与实拍红外图像的变化规律基本一致,从而为实时制备红外基准图提供了一种有效途径。 相似文献
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杨杰 《计算机测量与控制》2017,25(6):36-36
应用计算机技术当中的虚拟模拟技术,对于当前各领域实现虚拟情景三维模拟训练已成为可能。本文研究当前技术环境下,利用Unity3D模拟平台构造虚拟情景训练系统的开发与设计。从三维模拟训练系统的关键技术研究入手,以三维场景优化、物理碰撞逻辑检测、动态加载场景以及网络通信作为开发的重点,设计出较为先进和逼真的虚拟情境下三维模拟训练系统。并以消防部门作为系统应用的检测部门,检测结果表示此系统可以很好的表现出现场场景的模拟程度以及逻辑,对于加强消防部门的训练技术和应用效果有很大优势。 相似文献
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文章结合在铁路线路三维景观动态仿真系统中的具体应用,介绍了将积累的Fortran成熟代码集成到VisualC++环境下,实现混合语言编程的两种方法,并深入分析了这两种方法的原理、步骤和优缺点。 相似文献
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A scheduling algorithm is crucial for real-time simulations because it guarantees that each model meets its deadline. Traditional online real-time scheduling algorithms such as Earliest Deadline First (EDF) introduce a high overhead when scheduling a large number of models. In this paper, a new algorithm called time-stepped load balancing (TLS) is proposed to address the real-time execution of a model set in a time-stepped simulation. A load balancing schedule table is generated before a simulation and rebalanced at runtime to dynamically schedule the changed model set. This table is organized by the execution periods of the models and balanced according to the load of each time step. Moreover, the slack time is distributed evenly among the steps to improve the real-time reliability. An extension to the algorithm for a multi-core environment is further studied to address those models with long execution times. Experimental results show that our scheduling algorithm outperforms the classical EDF approach. The highest performance improvement of TLS over EDF reaches 3–4% in terms of saving processor resources, and the jitter is about 4 times less when 90 entities are employed in a typical tank combat simulation scenario. 相似文献
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针对培训系统要求人机交互界面好以及沉浸感强等特点,在钻床教学系统开发中采用实时3D建构工具Quest3D,提出了一种针对钻床教学培训的虚拟现实系统的开发方案,将虚拟现实系统分为三维显示模块,运动控制模块,场景交互模块和场景声控模块等,通过Quest3D的图形编程使得整个系统开发周期缩短,运行效率提高。成功将三维场景虚拟交互技术运用于钻床教学培训系统中。 相似文献
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This paper presents a neural technique for simulating deformable objects. For the sake of achieving real-time and reducing
the computational time costs, the fuzzy Kohonen clustering network (FKCN) is used for modeling and visualization. However,
determining the physical parameters of differential equation is very difficult and sometimes different equation should be
solved to produce animations, which become ill-conditioned. The finite element model is normally very time-consuming, since
an appropriate structure must be defined. The proposed method can be more easily implemented than the finite element method.
The simulation results show that the neural network method produced plausible animation results.
相似文献
Yu-Ju ShenEmail: |
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S.Q. Liu Author Vitae Author Vitae Y.P. Chen Author Vitae Author Vitae 《Computer aided design》2006,38(4):378-391
The Z-buffer based NC milling simulation approach has been widely used in a number of commercial application softwares. However, this approach is essentially based on image and hence it has many drawbacks. Some polygon-based approaches have been presented to overcome these drawbacks, but these approaches are mostly not optimal. In order to achieve real-time simulation, the total number of polygons has to be reduced in these approaches, which results in poor image quality. Using those proposed level-of-detail mesh algorithms can reduce the number of polygons, but the majority of those algorithms are not suitable for dynamic real-time NC milling simulation. Therefore, it is necessary to develop an approach to reduce the number of polygons without much loss in image quality. An adaptive regular mesh decimation algorithm is proposed in this paper. It uses a quadtree to represent the milling surface and enabled flags are used to perform the optimization of the mesh, actual insertion and deletion operations of triangles do not exist. This algorithm can automatically adjust the polygon density to approximate the milling surface according to its changes in real-time, and numerical inspections of any area of the machined surface can be performed with full resolution. 相似文献
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大规模三维地形与天空场景的实时渲染 总被引:1,自引:0,他引:1
诸峰 《计算机应用与软件》2009,26(5)
大规模三维室外场景包含大量的几何和纹理数据,给实时渲染带来了一定的难度.讨论基于四叉树结构的LOD地形和圆型天空体渲染方法,并在数据结构、可见性判定、算法实现等方面进行了优化,在此基础上,结合OpenGL和Visual Studio2005等工具进行开发和实验.实验结果表明,该方法能够根据不同的地形分辨率及视野范围,进行裁剪和剔除,有效地提高场景渲染的帧数,满足了实时渲染的要求. 相似文献
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灭火救援虚拟场景的构建与显示是计算机模拟训练系统的核心部分.数字图像合成技术在电影、电视等领域有广泛的应用.主要研究如何应用数字图像合成技术构建虚拟灾害场景.包括场景元素的创建、场景元素与背景的合成、循环的实现以及灾害场景模型结构设计与实现等,并应用Direct3D和XML技术予以实现.分析表明:应用数字图像合成技术可以构建基于实景照片和视频的灭火救援虚拟场景,而且制作简单,效果良好. 相似文献
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目前大多数的购物网站均呈现千篇一律的方式,无法像现实超市那样给消费者提供一种购物环境,实现文化、心理上的满足和享受.为了弥补以上缺陷,我们考虑将目前最先进的视景仿真技术和信息管理技术融合在一起。基于OSG技术构建3D商业环境及视景漫游、完成基于3D图形界面的购物操作流程. 相似文献
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在大尺度三维复杂场景中,提出了降雪和积雪快速模拟的方法,采用视景体相关和线性分组变换的方法更新雪粒子系统,改进了降雪绘制的视觉效果。针对场景尺度大、复杂度高的特点,创建视点相关遮挡图(Occlusion Map)来精细绘制近处实体的表面积雪细节,生成积雪灰度纹理图来近似模拟远处地物的整体积雪效果,实现了大场景多细节层次积雪的动态模拟。在积雪绘制过程中,近处积雪细节模拟所需的视景体参数和遮挡图通过CPU获取,将复杂的积雪位置的判定和积雪量的计算从CPU移到GPU中,利用自定义的GPU顶点和片段操作加快了积雪模拟的速度。实验结果表明,在大尺度三维复杂场景交互式操作下,提出的方法能较好地实现雪的绘制和模拟。 相似文献
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Real-time 2D to 3D video conversion 总被引:1,自引:0,他引:1
Ianir Ideses Leonid P. Yaroslavsky Barak Fishbain 《Journal of Real-Time Image Processing》2007,2(1):3-9
We present a real-time implementation of 2D to 3D video conversion using compressed video. In our method, compressed 2D video
is analyzed by extracting motion vectors. Using the motion vector maps, depth maps are built for each frame and the frames
are segmented to provide object-wise depth ordering. These data are then used to synthesize stereo pairs. 3D video synthesized
in this fashion can be viewed using any stereoscopic display. In our implementation, anaglyph projection was selected as the
3D visualization method, because it is mostly suited to standard displays.
相似文献
Ianir IdesesEmail: |
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基于动力学原理建立了雪花飘落的简化运动模型,并在D3D技术基础上,基于粒子系统的原理,绘制渲染了雪花纷飞的动态虚拟场景。提出了简化粒子发射器模型和碰撞检测方法,并对风力模型作了近似,在保证仿真效果的基础上提高了运算速度。实验结果表明,该方法仿真效果较好,速度快,同时能容易地推广应用到其他诸如雨、烟、雾等虚拟场景的绘制中。 相似文献
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