基于VTK的二三維GIS核心組件的開(kāi)發(fā)
本文關(guān)鍵詞: GIS VTK 二三維一體化 金字塔 可視范圍 LOD選擇算法 GPU 頂點(diǎn)平滑過(guò)渡算法 Goophy8.1 出處:《浙江大學(xué)》2013年碩士論文 論文類型:學(xué)位論文
【摘要】:在二三維GIS一體化的全新技術(shù)理念下,研究如何在同一平臺(tái)下使用同一繪制引擎展示二維和三維地圖具有非常的意義。本文利用VTK作為繪制引擎,開(kāi)發(fā)了一套二三維GIs的核心組件,以同時(shí)支持二維柵格地圖、二維矢量地圖和三維地形圖。文中對(duì)二三維地理數(shù)據(jù)的預(yù)處理、數(shù)據(jù)的組織和存儲(chǔ)、內(nèi)存管理、地理數(shù)據(jù)的選擇和實(shí)時(shí)繪制這一整套流程都做了詳細(xì)描述。本文的研究重點(diǎn)是對(duì)二維柵格地圖和三維地形圖的實(shí)時(shí)繪制技術(shù)。 實(shí)現(xiàn)大規(guī)模二維柵格地圖實(shí)時(shí)繪制的步驟可概括為:第一步,針對(duì)不同規(guī)模的單張影像輸入和多張影像輸入分別執(zhí)行不同的金字塔切割算法;第二步,建立金字塔的四叉樹(shù)索引,并將需要繪制的瓦片節(jié)點(diǎn)進(jìn)行內(nèi)存緩沖管理;第三步,查找符合給定地理范圍的瓦片節(jié)點(diǎn),并以紋理的方式用VTK進(jìn)行繪制。 三維地形圖實(shí)時(shí)繪制技術(shù)的研究與實(shí)現(xiàn)是本文的難點(diǎn),主要體現(xiàn)在三個(gè)階段:數(shù)據(jù)預(yù)處理階段,提出將高度圖、法向量圖和紋理圖經(jīng)分層分塊后以二進(jìn)制文件流的形式存儲(chǔ)在Final文件中;地形節(jié)點(diǎn)選擇階段,提出了基于可視范圍的空間地形節(jié)點(diǎn)的LOD選擇算法,綜合考慮了視點(diǎn)高度和地形節(jié)點(diǎn)的空間范圍;渲染階段,在每層的可視范圍中劃分出一段過(guò)渡區(qū)域,并把地形接縫的處理粒度從地形塊縮小到頂點(diǎn),設(shè)計(jì)出了適合GPU計(jì)算的頂點(diǎn)平滑過(guò)渡算法。 最后,本文在Goophy8.1平臺(tái)下開(kāi)發(fā)出了基于VTK的二三維GIS所有的核心組件,該系列組件可以被跨語(yǔ)言、跨平臺(tái)使用,并經(jīng)實(shí)驗(yàn)證明,對(duì)大規(guī)模二維柵格地圖和三維地形的實(shí)時(shí)繪制表現(xiàn)出良好的效果和性能。
[Abstract]:Under the new technology idea of the integration of 2D and 3D GIS, it is very important to study how to use the same drawing engine to display 2D and 3D maps on the same platform. In this paper, VTK is used as the rendering engine. A set of core components of 2D and 3D GIs are developed to support 2D grid map, 2D vector map and 3D topographic map at the same time. The selection and real-time rendering of geographic data are described in detail. This paper focuses on the real-time rendering of two-dimensional raster maps and 3D topographic maps. The steps to realize the real-time rendering of large-scale two-dimensional raster map can be summarized as follows: first, different pyramid cutting algorithms are performed for single image input and multiple image input of different sizes; The quadtree index of the pyramids is built and the tile nodes that need to be drawn are managed by memory buffer. The third step is to find the tile nodes in a given geographical range and draw them with VTK in the form of texture. The research and implementation of 3D topographic map real-time rendering technology is the difficulty of this paper, which is mainly reflected in three stages: data preprocessing stage, the proposed height map, The normal vector graph and texture map are stored in the Final file as binary file stream after stratified and partitioned, and the LOD selection algorithm based on visual range is proposed in the stage of terrain node selection. The view height and the spatial range of terrain nodes are considered synthetically, and in the rendering stage, a transition area is divided in the visual range of each layer, and the processing granularity of the terrain joint is reduced from the terrain block to the vertex. A vertex smooth transition algorithm suitable for GPU computation is designed. Finally, this paper develops all the core components of 2D and 3D GIS based on VTK based on Goophy8.1 platform. This series of components can be used across languages and platforms, and it has been proved by experiments. It shows good effect and performance for large scale 2D raster map and 3D terrain real-time rendering.
【學(xué)位授予單位】:浙江大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2013
【分類號(hào)】:TP391.41;P208
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