面向建筑的虚拟漫游系统研究与实现
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摘要
在多维信息空间中建立和谐的人机交互环境是信息技术的发展目标之一,虚拟现实技术是实现这一目标的关键技术。虚拟建筑漫游是虚拟现实技术在城市规划、建筑设计和室内装潢技术方案演示、验证与评价方面的综合应用,它将带来相关领域应用上的革新性发展。
     本文研究了虚拟漫游系统的技术特点和实现方法,确定了虚拟建筑漫游实现的技术途径,并以石油学院新校区的建筑图纸为基础建立虚拟环境,在微机平台上,研究并实现了一个中等复杂程度、具有较完整漫游功能的建筑社区漫游系统。
     本文在高档PC机上使用三维建模软件MultiGen生成了场景数据库,并在微机平台上实现了对该数据库的组织管理,文中着重讨论了复杂三维场景模型构建与实时绘制问题。论文分析了场景建模过程中常见的问题,给出了社区漫游系统优化的场景数据库层次结构,并采用了冗余面删减、纹理映射、实例化、多级层次细节模型(LOD)等多种消减场景复杂程度的技术。论文还研究了场景的分块调度技术,针对复杂度不同的模型给出了与之相对应的实时调度控制方法。
     通过对新校区漫游系统的进一步抽象,本文使用图形软件开发包OpenGVS和Visual C++6.0语言实现了一个具有通用性、功能较完整的漫游引擎,给出了通用漫游驱动程序中有关输入映射、视点控制、碰撞检测与响应、二维地图导览等关键技术的实现方法。
To create a harmonious human computer interaction eviroment based on multidimensional information space is a important goal of IT's development. And virtual reality technology is one of the major technologies which support the goal. Virtual scene navigation for architecture can be used for demonstratingN validating and evaluating the technologic productino of city planning, architecture designing and interior decorating. They will bring the innovatory development in relative fields.
    This paper studied the technologic points and implementation of virtual scene navigation , and confirmed the approach to realize the virtual architecture navigating system. Using the blueprint of new campus of DQPI to establish virtual environment, the paper researhed and implement a community navigating system with middle complexity and abundant functions on micro-computer platform.
    This paper first builded a database of the scene on high performance PC by MultiGen梐 software for 3D modeling. Then it accomplished mangement to the database on micro-computer platform. In this paper, major efforts have been focused on discussing the modeling and real-time rendering of a complicated 3D scene. This paper has summarized some frequently found questions on scene modeling. Then, a database hierarchical structure of a scene optimized has been provided. To duplicate the complexity of the scene database, a series of strategies such as redundant data simplification, texture mapping, instance, multiple LOD modles has been applied. And the paper has studied the scene paging technology , put forward corresponding real-time scene paging and controlling algorithms based on model 's complexity.
    Using a graphic'API-Open GVS and Visual C++6. 0, the paper has realized a general navigating engine which has abundant functions but nothing to do with models, and set forth realization methods to key techniques as input mapping, viewpoint controlling, collision detect and response, terrain following 2D map.
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