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基于球面的海浪建模与绘制技术研究

李苏军, 蒋 杰, 杨 冰, 吴玲达(国防科学技术大学多媒体研究开发中心, 长沙 410073)

摘 要
由于传统的海浪建模与绘制方法多是基于平面进行建模与绘制,较少细致考虑球面曲率对海浪建模和绘制的影响,因此无法在球形表面绘制出海浪在不同条件下形状、色泽等的变化。为了实现无界海洋的虚拟自由漫游,提出了一种考虑球面影响的、任意视点下的海浪建模与绘制方法,其核心是球面海洋模型和屏幕细分的自适应算法,同时基于海洋学知识以及解析几何和数字地球特点,首先解决和消除了模型生成中存在的计算量大和高纬度“压缩现象”等问题,并建立了球面海浪模型;然后,依靠可逐点计算的海浪生成模型,利用屏幕细分自适应算法将计算限制在与视点相关的可视球面海洋区域,并使几何分辨率依视点变化;接着采用“夹球”技术,解决了海面生成中存在的“边缘裂缝”现象;最后,采用GPU技术绘制出不同观察距离和方向下的真实感海浪场景,进而实现了用户在无界海洋上的自由漫游。
关键词
Resear on Sphere Based Modeling and Rendering of Ocean Waves

LI Sujun, JIANG Jie, YANG Bing, WU Lingda(Multimedia R&D Center, National University of Defense Technology, Changsha 410073)

Abstract
Traditional plane based modeling and rendering of ocean wave lacks in consider ations on the effect of globe curvature in detail, thus fais to realistically simulate the change of shape, color of the ocean waves on sphere. In this paper, considering sphere shapes influence and free viewpoint, a new method of modeling and rendering of ocean wave is presented. Its kernel is the modeling of ocean waves on sphere and the screen-subdivision algorithm. The ocean wave model based on the knowledge of ocean, analytic geometry and the characters of digital globe is set up first. It reduces the computation obviously and resolves the “compress phenomenon” at high latitude. Then, relying on a procedural ocean wave model, the method restricts computations to the visible part of the ocean surface using the screen-subdivision algorithm and adapts the geometric resolution depending on the viewing distance. The “border slit” on screen can be removed by the “Clamp Sphere”. Finally, the realistic scenes are real-time rendered based on GPU. It allows the user to interactively fly over an unbounded animated ocean.
Keywords

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