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海底地形三維可視化技術(shù)研究

發(fā)布時(shí)間:2018-03-15 12:39

  本文選題:自然鄰點(diǎn)插值 切入點(diǎn):海底地形 出處:《哈爾濱工程大學(xué)》2013年碩士論文 論文類(lèi)型:學(xué)位論文


【摘要】:隨著國(guó)家經(jīng)濟(jì)、國(guó)防事業(yè)的發(fā)展,海洋的開(kāi)發(fā)及其利用對(duì)國(guó)家越來(lái)越重要,海洋三維模型相比海洋二維模型展現(xiàn)出更大的優(yōu)勢(shì)和發(fā)展前景,建立真實(shí)的海洋三維模型的緊迫性得到人們的逐步認(rèn)識(shí)。同時(shí)隨著計(jì)算機(jī)軟硬件的快速發(fā)展,三維可視化技術(shù)和虛擬現(xiàn)實(shí)技術(shù)的也得到了廣泛的發(fā)展應(yīng)用。這一切都為海底三維可視化技術(shù)的發(fā)展提供了有利條件。本文在這種背景下開(kāi)展了對(duì)海底三維可視化技術(shù)的研究。 首先,本文分析了海底地形建模相關(guān)基礎(chǔ),從海洋地形數(shù)據(jù)的獲取方法、海底地形數(shù)據(jù)的存儲(chǔ)模型、海底地形數(shù)據(jù)的插值方法三個(gè)方面進(jìn)行總結(jié)分析,從而選出將電子海圖作為數(shù)據(jù)源,將規(guī)則網(wǎng)格模型作為海底地形數(shù)據(jù)的存儲(chǔ)模型,將自然鄰點(diǎn)插值作為本文海底地形數(shù)據(jù)的插值方法。 其次,本文介紹了基于Voronoi圖和Delaunay三角形的自然鄰近插值方法,比較了Sibson插值和Laplace插值的優(yōu)缺點(diǎn),,使用了快速去尋找自然鄰點(diǎn)的方法從而避免去生成Voronoi圖和Delaunay三角形。最后分析了Laplace插值的局限性,Laplace插值無(wú)法在地形數(shù)據(jù)形成的凸殼上和外部進(jìn)行插值,基于此本文提出了加權(quán)平均法和Laplace插值混合插值的方法。同時(shí)通過(guò)仿真,從插值速度、插值精度及其插值效果上與加權(quán)平均法及傳統(tǒng)自然鄰點(diǎn)插值法進(jìn)行了比較分析。 再次,本文介紹了基于二叉樹(shù)的ROAM技術(shù)基礎(chǔ),從中具體分析了當(dāng)前視截體裁剪方式的優(yōu)缺點(diǎn),提出了基于視截體的快速粗糙裁剪和子塊內(nèi)視截體的細(xì)致裁剪的改進(jìn)方法。使用混合裁剪方法,不僅加快了裁剪速度,減少了三角形冗余,同時(shí)也保留了地形的細(xì)節(jié)。 最后,從電子海圖中提出離散的海底地形數(shù)據(jù),使用加權(quán)平均法和Laplace混合插值算法生成規(guī)則網(wǎng)格數(shù)據(jù),結(jié)合改進(jìn)的ROAM算法,用OpenGL圖形API函數(shù)對(duì)海底三維地形進(jìn)行了漫游測(cè)試。從海底地形算法漫游幀率、生成的三角形個(gè)數(shù)技術(shù)指標(biāo)上與全分辨率顯示算法、傳統(tǒng)ROAM算法進(jìn)行了比較分析。
[Abstract]:With the development of national economy and national defense, the development and utilization of ocean is becoming more and more important to the country. The urgency of building a real three-dimensional ocean model has been gradually recognized. At the same time, with the rapid development of computer software and hardware, 3D visualization technology and virtual reality technology have also been widely developed and applied, all of which provide favorable conditions for the development of seabed 3D visualization technology. In this paper, the research of seabed 3D visualization technology has been carried out under this background. First of all, this paper analyzes the relevant foundation of submarine terrain modeling, summarizes and analyzes the acquisition method of ocean terrain data, the storage model of submarine terrain data, and the interpolation method of submarine terrain data. Thus, the electronic chart is chosen as the data source, the regular grid model is used as the storage model of submarine topographic data, and the natural neighbor interpolation is used as the interpolation method for the topographic data of this paper. Secondly, this paper introduces the natural neighbor interpolation method based on Voronoi graph and Delaunay triangle, and compares the advantages and disadvantages of Sibson interpolation and Laplace interpolation. In order to avoid the generation of Voronoi diagrams and Delaunay triangles, the method of finding natural neighbor points quickly is used. Finally, the limitation of Laplace interpolation is analyzed, which can not interpolate on and outside convex shells formed by topographic data. In this paper, the weighted average method and the Laplace interpolation mixed interpolation method are proposed, and the simulation results are compared with the weighted average method and the traditional natural neighbor interpolation method in terms of interpolation speed, interpolation accuracy and interpolation effect. Thirdly, this paper introduces the technology foundation of ROAM based on binary tree, and analyzes the advantages and disadvantages of the current cutting method. This paper presents an improved method of fast rough clipping based on visual cutlery and meticulous clipping of subblock. Using mixed clipping method, not only the cutting speed is accelerated, triangulation redundancy is reduced, but also terrain details are preserved. Finally, discrete submarine topographic data are proposed from electronic charts, and regular grid data are generated by using weighted average method and Laplace mixed interpolation algorithm, and combined with improved ROAM algorithm. The roaming test of submarine 3D terrain is carried out by using OpenGL graphic API function, and compared with the full resolution display algorithm and traditional ROAM algorithm in terms of roaming frame rate of submarine terrain algorithm and the number of triangles generated.
【學(xué)位授予單位】:哈爾濱工程大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2013
【分類(lèi)號(hào)】:P229.1

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