基于OSG的三維GIS地形與矢量數(shù)據(jù)的渲染系統(tǒng)的設(shè)計(jì)與實(shí)現(xiàn)
本文選題:三維GIS + 地形; 參考:《成都理工大學(xué)》2013年碩士論文
【摘要】:目前,三維GIS的一個(gè)重要特點(diǎn)是地形數(shù)據(jù)量巨大,,漫游局部高分辨率的地形時(shí),幾何體頂點(diǎn)的數(shù)量可高達(dá)上百萬個(gè),普通計(jì)算機(jī)的硬件無法將它們?nèi)夸秩境鰜;傳統(tǒng)的二維矢量數(shù)據(jù)模型是GIS中一種重要的數(shù)據(jù)模型和數(shù)據(jù)源,隨著信息技術(shù)的發(fā)展,人們要求地理空間矢量數(shù)據(jù)與地形完美匹配,同時(shí)發(fā)揮地形與GIS矢量數(shù)據(jù)的優(yōu)點(diǎn)。要實(shí)現(xiàn)這個(gè)目標(biāo),首先要解決的問題是如何組織管理并實(shí)時(shí)渲染空間數(shù)據(jù),本文使用OSG作為場(chǎng)景管理工具解決這個(gè)問題,重點(diǎn)在如下幾個(gè)方面展開了研究: (1)本文研究了構(gòu)建數(shù)字地形的重要數(shù)據(jù)來源:數(shù)字地形模型。對(duì)目前三種主要的DEM類型的概念、數(shù)據(jù)結(jié)構(gòu)和特點(diǎn)進(jìn)行探索,最后根據(jù)本研究的目的選擇規(guī)則格網(wǎng)DEM作為本研究的數(shù)據(jù)來源之一。然后探討了OSG的相關(guān)項(xiàng)目中的三維地形的組織方式:層次細(xì)節(jié)模型和金字塔模型的文件存儲(chǔ)方式以及遙感影像紋理的多層次貼圖技術(shù),最后探討了OSG中模型數(shù)據(jù)的動(dòng)態(tài)調(diào)度機(jī)制; (2)本文對(duì)二維GIS的矢量數(shù)據(jù)文件格式(Shapefile)進(jìn)行了深入研究,以尋求轉(zhuǎn)換為OSG場(chǎng)景模型的切入點(diǎn),分析了矢量數(shù)據(jù)與地形結(jié)合渲染的技術(shù)路線;然后將矢量數(shù)據(jù)轉(zhuǎn)換為OSG場(chǎng)景模型的過程分解為多個(gè)環(huán)節(jié)處理,對(duì)每個(gè)環(huán)節(jié)的任務(wù)進(jìn)行了詳細(xì)地介紹; (3)本文基于OSG開發(fā)了一個(gè)小型的三維GIS渲染系統(tǒng),以研究在不同硬件平臺(tái)下的地形和矢量數(shù)據(jù)的實(shí)時(shí)渲染能力。首先設(shè)計(jì)本系統(tǒng)的體系結(jié)構(gòu)、分析了功能模塊、并給出軟件框架結(jié)構(gòu);接著對(duì)不同的功能模塊的實(shí)現(xiàn)方法進(jìn)行了研究分析;還研究了本系統(tǒng)中關(guān)于矢量數(shù)據(jù)處理和場(chǎng)景操作的多線程工作機(jī)制; (4)本文最后對(duì)不同三種圖層編譯方式進(jìn)行了比較分析,并對(duì)地形與矢量相結(jié)合的渲染性能進(jìn)行分析,系統(tǒng)運(yùn)行結(jié)果表明,基于OSG的海量地形和矢量數(shù)據(jù)的解決方案,能夠?qū)崿F(xiàn)海量地形和矢量數(shù)據(jù)的實(shí)時(shí)渲染。
[Abstract]:At present, one of the important characteristics of 3D GIS is the huge amount of terrain data. When roaming the terrain with high resolution, the number of geometric vertices can be as high as one million, and the hardware of ordinary computer can not render them all. The traditional two-dimensional vector data model is an important data model and data source in GIS. With the development of information technology, people require the perfect matching of geographical space vector data and terrain, and at the same time give play to the advantages of terrain and GIS vector data. To achieve this goal, the first problem to be solved is how to organize, manage and render spatial data in real time. This paper uses OSG as a scene management tool to solve this problem, focusing on the following aspects: 1) this paper studies the important data source of constructing digital terrain: digital terrain model. This paper explores the concept, data structure and characteristics of the three main types of DEM, and finally selects the regular grid DEM as one of the data sources of this study according to the purpose of this study. Then it discusses the organization of 3D terrain in the related projects of OSG: the file storage method of hierarchical detail model and pyramid model, and the multi-level mapping technology of remote sensing image texture. Finally, the dynamic scheduling mechanism of model data in OSG is discussed. In this paper, the vector data file format of 2-D GIS is studied in order to find the breakthrough point to transform it into OSG scene model, and analyze the technical route of the combination of vector data and terrain rendering. Then the process of transforming vector data into OSG scene model is decomposed into several links, and the tasks of each link are introduced in detail. In this paper, a small 3D GIS rendering system based on OSG is developed to study the real-time rendering capability of terrain and vector data on different hardware platforms. Firstly, the architecture of the system is designed, the function module is analyzed, and the software frame structure is given, then the realization methods of different functional modules are studied and analyzed. The multi-thread working mechanism about vector data processing and scene operation in this system is also studied. Finally, this paper makes a comparative analysis of three different layer compilation methods, and analyzes the rendering performance of the combination of terrain and vector. The system running results show that the solution of massive terrain and vector data based on OSG. The real-time rendering of massive terrain and vector data can be realized.
【學(xué)位授予單位】:成都理工大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2013
【分類號(hào)】:P208
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