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Sea and land combined visualization method based on OSG three-dimensional engine

A 3D engine and 3D scene technology, applied in the field of graphic visualization, can solve the problems of affecting scene rendering efficiency, high calculation cost, unreasonable sea and land visualization effects, etc., and achieve the effect of avoiding frequent flashing and ensuring efficiency

Inactive Publication Date: 2015-11-18
BEIJING INSTITUTE OF TECHNOLOGYGY
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

In order to visualize the ocean and land at the same time, it is usually necessary to add ocean nodes separately to the large-scale terrain scene that has been drawn, which brings about a problem: when the camera roams in the 3D scene and the viewpoint is far away from the sea and land scene, The drawing depths of the ocean and the land will become closer and closer, so that the ocean sometimes covers the land and sometimes is lower than the land, resulting in an unreasonable visualization of land and sea flickering frequently. This problem is referred to as sea and land strobe here. question
[0005] At present, there are two ways to solve the problem of frequent flickering: one is to avoid the height of the viewpoint from being too high, most applications do not require the viewpoint to be far away from the scene, and the problem of sea and land strobe can be avoided by limiting the height of the viewpoint; the other is to use land and sea handover Line detection algorithm, that is, calculate the coastline in real time. This method fundamentally solves the problem of sea and land stroboscopic, but the calculation cost is very high, which greatly affects the efficiency of scene rendering.

Method used

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  • Sea and land combined visualization method based on OSG three-dimensional engine
  • Sea and land combined visualization method based on OSG three-dimensional engine
  • Sea and land combined visualization method based on OSG three-dimensional engine

Examples

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Embodiment 1

[0044] Such as figure 1 Shown is a schematic diagram of the solution process for implementing a solution using the OSG three-dimensional rendering engine to simultaneously visualize the ocean and land in the present invention. The steps in the process are described in detail below:

[0045] Step 1. Use the OSG 3D rendering engine to build a 3D scene frame.

[0046] Create terrain nodes and ocean nodes respectively, and mount them to the root node of the OSG scene tree. The sample code is as follows:

[0047] osgViewer::Viewerviewer;

[0048] osg::Group*root=newosg::Group; / / Establish root node

[0049] root->addChild(scene->getScene()); / / add ocean node

[0050] root->addChild(islandTransform.get()); / / add terrain node

[0051] viewer.setSceneData(root); / / Link the viewer with the scene tree

[0052] Step 2: Use VPB to generate large-scale terrain model files. The existing terrain elevation data and texture data are used as input, and the ive model file is output by configu...

Embodiment 2

[0074] If the solution is to focus on ocean and land strobes when observing ocean effects, change the minus sign in the formula to a plus sign, namely:

[0075] H = H 0 + d i s tan c e 5 6 × W ÷ h d i s tan c ...

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Abstract

The present invention relates to a sea and land combined visualization method based on an OSG three-dimensional engine, belonging to the technical field of graphical visualization. The method comprises a step of using an OSG three-dimensional rendering engine to build a three-dimensional scene framework, a step of using a VPB to generate a large-scale terrain model file, a step of using a sea drawing plug-in to generate a sea node, a step of loading the sea node and the terrain model file into the scene tree of an OSG to carry out visualization, a step of setting the sea node as a dynamic node if the sea node drawn by the sea drawing plug-in does not move with the movement of a view point, and a step of setting the sea node to dynamically change with a view point height and display according to a sea height. Compared with the prior art, through adding a large-scale land node and the sea node in the same scene at the same time, the height of a sea is dynamically adjusted according to the view point height, thus when the view point is far from sea and land scenes, the deep buffer difference of the sea and land is not too small, thus the problem of land and sea strobe is avoided, and the method is simple and efficient at the same time.

Description

Technical field: [0001] The method relates to a solution for simultaneously visualizing ocean and land by using an OSG three-dimensional rendering engine; in particular, it involves using VPB to generate a large-scale terrain model and adding a large-scale ocean scene to the scene, which belongs to the technical field of graphic visualization. Background technique: [0002] The visualization of 3D scenes has been a research hotspot and focus in computer graphics, especially in the field of virtual reality for many years. In recent years, the drawing of large-scale terrain has become a hot topic in a large number of papers and journals. On the basis of large-scale terrain, adding the ocean into the scene, that is, the visualization of land and sea at the same time is one of the functions that all 3D simulation platforms need to focus on. one. [0003] The OSG 3D rendering engine is an open-source visual programming toolkit with high rendering efficiency. Using the API provi...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T17/05
Inventor 李凤霞霍达李立杰陈宇峰
Owner BEIJING INSTITUTE OF TECHNOLOGYGY