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A Framework for Dynamic Terrain with Application in Off-road Ground Vehicle SimulationsAquilio, Anthony Scott 04 December 2006 (has links)
The dissertation develops a framework for the visualization of dynamic terrains for use in interactive real-time 3D systems. Terrain visualization techniques may be classified as either static or dynamic. Static terrain solutions simulate rigid surface types exclusively; whereas dynamic solutions can also represent non-rigid surfaces. Systems that employ a static terrain approach lack realism due to their rigid nature. Disregarding the accurate representation of terrain surface interaction is rationalized because of the inherent difficulties associated with providing runtime dynamism. Nonetheless, dynamic terrain systems are a more correct solution because they allow the terrain database to be modified at run-time for the purpose of deforming the surface. Many established techniques in terrain visualization rely on invalid assumptions and weak computational models that hinder the use of dynamic terrain. Moreover, many existing techniques do not exploit the capabilities offered by current computer hardware. In this research, we present a component framework for terrain visualization that is useful in research, entertainment, and simulation systems. In addition, we present a novel method for deforming the terrain that can be used in real-time, interactive systems. The development of a component framework unifies disparate works under a single architecture. The high-level nature of the framework makes it flexible and adaptable for developing a variety of systems, independent of the static or dynamic nature of the solution. Currently, there are only a handful of documented deformation techniques and, in particular, none make explicit use of graphics hardware. The approach developed by this research offloads extra work to the graphics processing unit; in an effort to alleviate the overhead associated with deforming the terrain. Off-road ground vehicle simulation is used as an application domain to demonstrate the practical nature of the framework and the deformation technique. In order to realistically simulate terrain surface interactivity with the vehicle, the solution balances visual fidelity and speed. Accurately depicting terrain surface interactivity in off-road ground vehicle simulations improves visual realism; thereby, increasing the significance and worth of the application. Systems in academia, government, and commercial institutes can make use of the research findings to achieve the real-time display of interactive terrain surfaces.
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[en] A STUDY OF TERRAIN-VISUALIZATION ALGORITHM / [pt] UM ESTUDO SOBRE UM ALGORITMO PARA VISUALIZAÇÃO DE TERRENOSEDINALDA MARIA DE SOUZA 22 August 2003 (has links)
[pt] Algoritmos para visualização interativa de terrenos são
complexos e, ao mesmo tempo, de grande importância para
muitas aplicações como jogos e planejamento de atividades
sobre terrenos. Em função desta complexidade e
importância, o tema merecido, na última década, muita
atenção da comunidade de pesquisadores em Computação
Gráfica e, conseqüentemente, muitas estratégias
têm sido desenvolvidas. Entre as mais bem sucedidas
estratégias, destacam-se os recentes trabalhos de Lindstrom
e Pascucci. O algoritmo proposto por estes autores possui
diversas implementações disponíveis na Internet e merece
ser reavaliado. Esta dissertação faz esta re-avaliação
através de uma implementação independente feita pela autora
e testada sobre uma base de terrenos reais. Com o objetivo
de tornar esta análise mais completa e dar suporte a
algumas conclusões, resultados comparativos de outros
algoritmos da área também são apresentados. / [en] Algorithms for the interactive visualization of terrains
are very complex and, at the same time, of great importance
to many applications, such as games and activity-planning
over terrains. Due to such complexity and importance, in the
past decade this subject has received great attention by
researchers on Computer Graphics. As a consequence, a
number of strategies have been developed. Among
the most successful strategies, one can highlight recent
works by Lindstrom and Pascucci. The algorithm proposed by
these authors has various implementations available in the
Internet and deserves to be reevaluated. The present work
makes such reevaluation by means of an independent
implementation developed by the author and tested over a
base or real terrains. With the purpose of making this
analysis more complete and to support some conclusions,
comparative results with other algorithms in the area are
also presented.
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Aerospace - Futuristický kokpit moderního letounu / Aerospace - Futuristic Aircraft Cockpit DesignBílek, Jan January 2010 (has links)
This work describes the visualization design of the flight related quantities in a cockpit of a modern light sport aircraft. It focuses on the utilization of the state of the art trends in flight data displays and introduces the innovative implementation of the aircraft's energy state smart clues that reduce pilots' workload. The initial part of the work presents a research into the flight, engine and navigation data presentation on analog instruments, followed by their illustrative depiction in glass cockpits. Within the framework of this thesis, Microsoft Flight Simulator has been used as a source of the flight related data. Final advances in the display design were introduced through the implementation of the synthetic vision system and a visualization of the virtual tunnel in the sky.
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