检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
作 者:王彦[1] 谢晓方[1] 孙海文[1] 杨健[1] 徐从安[2]
机构地区:[1]海军航空工程学院兵器科学与技术系,山东烟台264001 [2]海军航空工程学院电子信息工程系,山东烟台264001
出 处:《红外与激光工程》2015年第12期3604-3609,共6页Infrared and Laser Engineering
基 金:国家自然科学基金(61471383)
摘 要:大面积动态海洋红外视景仿真是三维红外海战场环境仿真的重要内容,具有重要的应用价值。引入法线贴图,采用GPU着色器技术,提出了一种中波段动态海洋视景的生成方法,实现了逼真的红外海面视景实时仿真。基于矩形平面构建海洋模块,利用海面纹理的法线图,在GPU着色器中计算海面像素的辐射特性、辐射强度和方向。采用了一种基于纹理坐标操作的动态波浪模拟着色器算法实现海面法线的动态变化。提出了基于视点和视场检测的海洋模块调度策略以提高系统渲染效率。实验结果表明,该方法生成的红外海面视景渲染速度可达到80帧/s以上,满足实时仿真的要求,并能逼真地仿真中波段海面的"光斑"现象。The dynamic simulation of IR sea scene with large area is an important part of simulation of 3D sea battlefield environment, which has great application value. Using the GPU shader technique, a simulation method of dynamic infrared sea scene was presented, which introduced texture of normal map, and achieved a lifelike sea infrared real-time simulation. Constructing the infrared sea module with rectangular plane, and the radiation character, radiation intensity and direction of sea surface with normal map in GPU shader were calculated. The dynamic wave simulational shader algorithm based on texture operation was used to realize the dynamic change of normal of pixel. In order to improve the real-time rendering efficiency, view point based scheduling and view field detecting technique were proposed. The experiment shows that the rendering speed of infrared sea scene created by the method can achieve 80 frame/s, meets the requirement of real-time simulation, and can simulate the effect of facula on mid band sea surface.
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.28