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A visualization method of sea-land joint based on osg three-dimensional engine

A 3D engine and engine technology, applied in image data processing, 3D modeling, instruments, etc., can solve problems that affect scene rendering efficiency, high calculation cost, unreasonable sea and land visualization effects, etc., to avoid frequent flickering and ensure efficiency Effect

Inactive Publication Date: 2017-10-24
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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  • A visualization method of sea-land joint based on osg three-dimensional engine
  • A visualization method of sea-land joint based on osg three-dimensional engine
  • A visualization method of sea-land joint based on osg three-dimensional engine

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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::Viewer viewer;

[0048] osg::Group*root=new osg::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 confi...

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]

[0076] During the running of the program, the height of the ocean model is continuously raised to increase the depth buffer of the ocean and land, and avoid the flickering of the two. The corresponding operation result is Figure 8 , 9 shown.

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Abstract

The invention relates to an OSG three-dimensional engine-based sea-land joint visualization method, which belongs to the technical field of graphic visualization. Including: using the OSG 3D rendering engine to build a 3D scene frame; using VPB to generate large-scale terrain model files; using the ocean drawing plug-in to generate ocean nodes; loading ocean nodes and terrain model files into the OSG scene tree for visualization; if the ocean The ocean node drawn by the drawing plug-in will not move with the movement of the viewpoint. Set the ocean node as a dynamic node; set the ocean height to change dynamically with the viewpoint height and display it according to the ocean height. Compared with the existing technology, the method of the present invention adds large-scale land nodes and ocean nodes to a scene at the same time, and dynamically adjusts the height of the ocean according to the height of the viewpoint, so that when the viewpoint is far away from the sea and land scene, the difference between the depth buffers of the ocean and land will not be too large Small, so as to avoid the problem of sea and land stroboscopic; at the same time simple and efficient.

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