Fresnel lamp display simulation method and system, and storage medium

CN115758653BActive Publication Date: 2026-10-09XIAN LINGKONG ELECTRONICS TECH CO LTD
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Patent Information

Application Number
CN202211068371.4
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-09-02
Publication Date
2026-10-09
Estimated Expiration
2042-09-02

AI Technical Summary

Technical Problem

[0004]本申请实施例通过提供一种菲涅尔灯显示仿真方法、系统及存储介质,解决了现有视景仿真场景下,在面对特殊天气与特殊海况时,飞行员无法看清菲涅尔灯,菲涅尔透镜光学助降系统无法为其提供可靠的引导的技术问题

Benefits of technology

本申请实施例提供了一种菲涅尔灯显示仿真方法,在仿真空间中模拟菲涅尔灯,菲涅尔灯高亮显示,极大地增强了菲涅尔灯光的穿透力与灯光信号的可视范围,使飞行员在特殊场景下能够清晰地看清菲涅尔灯的颜色;滑块根据舰载机的高度在菲涅尔灯上纵向滑动,有效缩小了纵向偏差。因此,通过该方法可以为飞行员提供可靠的引导,能够大幅度提高飞行员着舰的精准度,从而保障机舰运行安全。

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Abstract

The application discloses a Fresnel lamp display simulation method and system and a storage medium. The method belongs to the technical field of visual simulation and optical landing aid. The method comprises the following steps: importing a carrier-based aircraft model, an aircraft carrier model and a sea environment model in a simulation space; calculating high light reflection of a Fresnel lamp model in the aircraft carrier model; coloring a highlight part of the Fresnel lamp model by using a highlight shader according to the high light reflection; configuring a slider on the Fresnel lamp model to longitudinally slide on the Fresnel lamp model according to the height of the carrier-based aircraft model; and adding a shader to the slider, which is used for changing the color of the slider according to the position of the Fresnel lamp model. By implementing the above method, the slider conversion time can be effectively reduced, the longitudinal deviation can be reduced, the penetration of the Fresnel lamp can be increased, the visible range can be expanded, and effective optical guidance can be provided in the carrier-based aircraft landing process.
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Description

Technical Field

[0001] This application relates to the fields of visual simulation and optical assisted landing technology, and in particular to Fresnel lamp display simulation methods, systems and storage media. Background Technology

[0002] During the return landing process of carrier-based aircraft, the procedure can be divided into five stages, depending on the distance from the aircraft as it approaches the carrier: return to base, standby, approach, glide, and arrested or go-around. Among these, the glide stage is crucial for the successful landing of the carrier-based aircraft. During this stage, guided by the Fresnel lens optical landing system and the laser landing system, the pilot must adjust the flight attitude in a very short time to ensure that the carrier-based aircraft is on the correct flight path.

[0003] In existing visual simulation scenarios, Fresnel lights are displayed one by one during carrier landing, resulting in a large longitudinal deviation during landing and affecting landing accuracy. Furthermore, the color of the Fresnel lights is displayed using textures, which limits the visible distance. In special weather and sea conditions, pilots cannot see the Fresnel lights clearly, causing the Fresnel lens optical landing system to fail to provide reliable guidance. Summary of the Invention

[0004] This application provides a Fresnel lamp display simulation method, system, and storage medium, which solves the technical problem that in existing visual simulation scenarios, pilots cannot see the Fresnel lamp clearly when facing special weather and sea conditions, and the Fresnel lens optical landing system cannot provide reliable guidance.

[0005] In a first aspect, embodiments of this application provide a Fresnel lamp display simulation method, the method comprising: Import carrier-based aircraft models, aircraft carrier models, and marine environment models into the simulation space; calculate the specular reflection of the Fresnel lamp model in the aircraft carrier model; color the specular portion of the Fresnel lamp model using a highlight shader based on the specular reflection; configure the slider on the Fresnel lamp model to slide vertically on the Fresnel lamp model according to the height of the carrier-based aircraft model; add a shader to the slider to change the color of the slider according to its position on the Fresnel lamp model.

[0006] In conjunction with the first aspect, in a first possible implementation, calculating the specular reflection of the Fresnel lamp model in the aircraft carrier model includes: obtaining specular reflection parameters of the Fresnel lamp model; wherein the specular reflection parameters include surface normal, light source direction, viewing angle direction, and reflection direction; and calculating the specular reflection of the Fresnel lamp model based on the specular reflection parameters.

[0007] In conjunction with the first aspect, in the second possible implementation, the Fresnel lamp model includes a reference lamp, a go-around lamp, a switching lamp, and a glide path; the step of coloring the highlight portion of the Fresnel lamp model using a highlight shader based on the highlight reflection includes: using the highlight shader to adjust the highlights of the reference lamp, the go-around lamp, and the switching lamp to a first color, a second color, and a third color, respectively.

[0008] In conjunction with the second possible implementation of the first aspect, in the third possible implementation, the slider is positioned on the downward-sloping light track, and the brightness of the slider is greater than the brightness of the downward-sloping light track.

[0009] In conjunction with the first aspect, in the fourth possible implementation, the step of sliding the slider longitudinally on the Fresnel lamp model according to the height of the carrier-based aircraft model includes: obtaining the real-time flight altitude of the carrier-based aircraft model; establishing a mapping relationship between the position of the slider on the Fresnel lamp model and the flight altitude of the carrier-based aircraft model; and controlling the slider to slide longitudinally on the Fresnel lamp model according to the height change of the carrier-based aircraft model based on the mapping relationship.

[0010] In conjunction with the first aspect, in the fifth possible implementation, changing the color of the slider according to its position on the Fresnel lamp model includes: determining the positional relationship between the slider and the upper and lower endpoints of the Fresnel lamp model; adjusting the portion of the slider on the Fresnel lamp model that does not extend beyond the upper and lower endpoints of the Fresnel lamp model to the color of the lower light path of the Fresnel lamp model; and adjusting the portion of the slider extending beyond the upper or lower endpoint of the Fresnel lamp model to be transparent.

[0011] In conjunction with the fifth possible implementation of the first aspect, in the sixth possible implementation, determining the positional relationship between the slider and the upper and lower endpoints of the Fresnel lamp model includes: converting the vertex coordinates of the slider to world coordinates to determine the vertex height of the slider; and comparing the vertex height of the slider with the heights of the upper and lower endpoints of the Fresnel lamp model.

[0012] Secondly, embodiments of this application provide a Fresnel lamp display simulation system, the system comprising: an import module for importing a carrier-based aircraft model, an aircraft carrier model, and a marine environment model into a simulation space; a calculation module for calculating the specular reflection of the Fresnel lamp model in the aircraft carrier model; a shading module for shading the specular portion of the Fresnel lamp model using a highlight shader based on the specular reflection; a sliding module for configuring a slider on the Fresnel lamp model to slide longitudinally on the Fresnel lamp model according to the height of the carrier-based aircraft model; and a color-changing module for adding a shader to the slider to change the color of the slider according to its position on the Fresnel lamp model.

[0013] In conjunction with the second aspect, in the first possible implementation, the calculation module is specifically used to: obtain the specular reflection parameters of the Fresnel lamp model; wherein, the specular reflection parameters include the surface normal, the light source direction, the viewing angle direction, and the reflection direction; and calculate the specular reflection of the Fresnel lamp model based on the specular reflection parameters.

[0014] In conjunction with the second aspect, in the second possible implementation, the Fresnel lamp model includes a reference lamp, a go-around lamp, a switching lamp, and a glide path; the shading module is used to: adjust the highlights of the reference lamp, the go-around lamp, and the switching lamp to a first color, a second color, and a third color, respectively, using the highlight shader.

[0015] In conjunction with the second possible implementation of the second aspect, in the third possible implementation, the slider is disposed on the downward light path, and the brightness of the slider is greater than the brightness of the downward light path.

[0016] In conjunction with the second aspect, in the fourth possible implementation, the sliding module is specifically used to: acquire the real-time flight altitude of the carrier-based aircraft model; establish a mapping relationship between the position of the slider on the Fresnel lamp model and the flight altitude of the carrier-based aircraft model; and control the slider to slide longitudinally on the Fresnel lamp model according to the mapping relationship based on the altitude change of the carrier-based aircraft model.

[0017] In conjunction with the second aspect, in the fifth possible implementation, the color-changing module is specifically used to: determine the positional relationship between the slider and the upper and lower endpoints of the Fresnel lamp model; adjust the portion of the slider on the Fresnel lamp model that does not extend beyond the upper and lower endpoints of the Fresnel lamp model to the color of the downward light path of the Fresnel lamp model; and adjust the portion of the slider that extends beyond the upper or lower endpoints of the Fresnel lamp model to be transparent.

[0018] In conjunction with the fifth possible implementation of the second aspect, in the sixth possible implementation, the determination of the positional relationship between the slider and the upper and lower endpoints of the Fresnel lamp model in the color-changing module includes: converting the vertex coordinates of the slider to world coordinates to determine the vertex height of the slider; and comparing the vertex height of the slider with the heights of the upper and lower endpoints of the Fresnel lamp model.

[0019] Thirdly, embodiments of this application provide a non-volatile computer-readable storage medium for storing a computer program or instructions that, when executed, cause the method described in the first aspect or any possible implementation thereof to be implemented.

[0020] One or more technical solutions provided in the embodiments of this application have at least the following technical effects or advantages: This application provides a Fresnel lamp display simulation method. In a simulation space, a Fresnel lamp is simulated with high brightness, significantly enhancing its penetrating power and the visible range of its signal, allowing pilots to clearly see the color of the Fresnel lamp in special scenarios. A slider moves longitudinally across the Fresnel lamp according to the aircraft's altitude, effectively reducing longitudinal deviation. Therefore, this method can provide reliable guidance for pilots, greatly improving landing accuracy and ensuring the safety of aircraft and ship operations. Attached Figure Description

[0021] To more clearly illustrate the technical solutions in the embodiments of this application or the prior art, the drawings used in the description of the embodiments of this application or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of the present invention. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0022] Figure 1 A flowchart illustrating the Fresnel lamp display simulation method provided in this application embodiment; Figure 2 A schematic diagram illustrating the process of calculating the specular reflection of a Fresnel lamp model provided in this application embodiment; Figure 3 A schematic diagram illustrating the process of a slider sliding longitudinally on a Fresnel lamp model according to the height of a carrier-based aircraft model, as provided in this embodiment of the application. Figure 4 A schematic diagram illustrating the process of changing the color of the slider according to the position of the Fresnel lamp model provided in this embodiment of the application; Figure 5 This is a flowchart illustrating the process of determining the positional relationship between the slider and the upper and lower endpoints of the Fresnel lamp model, as provided in an embodiment of this application. Figure 6 This is a schematic diagram of the modules of a Fresnel lamp display simulation system provided in an embodiment of this application; Figure 7 This is a schematic diagram of a simulated ship landing provided in an embodiment of this application; Figure 8 This is a schematic diagram of the Fresnel lamp model provided in the embodiments of this application; Figure 9 This is an example diagram illustrating the mathematical representation of specular reflection provided in an embodiment of this application. Detailed Implementation

[0023] The technical solutions of the embodiments of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some, not all, of the embodiments of this invention. All other embodiments obtained by those skilled in the art based on the embodiments of this invention without creative effort are within the scope of protection of this invention.

[0024] This application provides a Fresnel lamp display simulation method, system, and storage medium to solve the problems of existing visual simulation scenarios where Fresnel lamps are displayed one by one during carrier landing, resulting in large longitudinal deviations during landing and limited visibility of Fresnel lamps displayed using textures. In special weather and sea conditions, pilots cannot see the Fresnel lamps clearly, causing the Fresnel lens optical landing system to fail to provide reliable guidance.

[0025] The following description illustrates some of the technologies involved in the embodiments of this application, including custom terminology used in the embodiments of this application, to aid understanding. These should be considered merely exemplary. Therefore, those skilled in the art should recognize that various changes and modifications can be made to the embodiments described herein without departing from the scope and spirit of this application. Similarly, for clarity and conciseness, some descriptions of well-known functions and structures are omitted in the following description.

[0026] Constantly lit: In this embodiment of the application, it means that after the carrier-based aircraft enters the landing procedure, the reference lamp and the glide slope lamp of the Fresnel lamp are constantly lit, wherein the reference lamp is displayed at high brightness and the glide slope lamp is displayed at normal brightness.

[0027] Fresnel light: In this embodiment, it refers to the Fresnel lens optical landing aid system, also known as a Fresnel landing aid or Fresnel lens landing aid, which is installed on a self-stabilizing platform on the port side of the aircraft carrier amidships, ensuring that its beam is unaffected by the ship's lateral rolling. When the aircraft's altitude and glide angle are correct, the pilot can see a bright amber-colored "fleshball" centered on a bright green reference light; maintaining this angle allows for an accurate glide and landing. If the pilot sees a bright amber-colored "fleshball" above the bright green reference light, the aircraft must decrease its altitude; if the pilot sees a bright amber-colored "fleshball" below the bright green reference light, the aircraft must increase its altitude; if the pilot sees a bright red "fleshball" below the bright green reference light, the aircraft must immediately increase its altitude to escape, otherwise it will crash into the tailstock or land in the sea behind the tail. It consists of four sets of lights, emitting different beams through Fresnel lenses. The beams are parallel to the landing runway and maintain a certain angle with the sea level, forming different slopes.

[0028] The embodiments of this application employ the following methods: Figure 8The Fresnel lamp model shown has 12 rounded rectangular light boxes arranged vertically in the middle, forming a downward light track. The top 10 light boxes are amber, and the bottom 2 are red. In this embodiment, the downward light track needs to remain constantly lit, but its brightness is lower than the brightness of the slider sliding on it. Figure 8 The white rounded rectangle above the sliding light track is the "fleshy ball," which is the slider in this embodiment. The slider slides vertically on the sliding light track, changing color according to the color of its location on the track and highlighting that color. The 22 horizontally arranged diamond-shaped circular light balls in the middle emit a highlight green light, which is the reference light described in this embodiment. The four horizontally arranged vertical striped circular light balls above the reference light and near the fleshy ball emit a highlight yellow light, which is the switching light mentioned in this embodiment. The remaining 12 horizontally striped circular light balls located above and below the reference light emit a highlight red light, which is the re-flight light mentioned in this embodiment.

[0029] Slider: for Figure 8 The meatball shown is a common term used in the industry. In this embodiment, it is uniformly referred to as a slider for ease of understanding, and the slider is always highlighted.

[0030] Shaders: Shaders are used to implement image rendering, replacing the traditional fixed rendering pipeline. They can perform related calculations in 3D graphics computing. Due to their editability, they can achieve a variety of image effects without being limited by the fixed rendering pipeline of the graphics card. In this embodiment, shaders are used to simulate Fresnel lights, realizing the high brightness display of the Fresnel lights and the vertical sliding of the slider on the Fresnel light model according to the height of the carrier-based aircraft.

[0031] Highlights: These are the parts highlighted and colored using a highlight shader. In this embodiment, the highlights include the reference light, the flyback light, and the switching light. The slider is also displayed with highlights, but its color is adjusted using a separate shader, not the aforementioned highlight shader. Therefore, the slider is not considered a highlight as defined in this embodiment.

[0032] Figure 1 This is a flowchart illustrating a Fresnel lamp display simulation method provided in an embodiment of this application, including steps 101 to 105. Figure 1 This is merely one execution order shown in the embodiments of this application and does not represent the only execution order for the Fresnel lamp display simulation method. Where the final result can be achieved, Figure 1 The steps shown can be performed in parallel.

[0033] Step 101: Import the carrier-based aircraft model, aircraft carrier model, and marine environment model into the simulation space. The carrier-based aircraft model, aircraft carrier model, and marine environment model are essential models for the embodiments of this application. Those skilled in the art can import more models to enrich the simulation scene during the simulation process, but the enriched simulation scene still falls within the protection scope of this invention.

[0034] This application embodiment exemplarily uses Unity3D, a software capable of visual simulation, to build a Unity3D project and import the required carrier-based aircraft model, aircraft carrier model, and marine environment model. In this example, the carrier-based aircraft model is located approximately five kilometers from the stern of the aircraft carrier model. Figure 7 The image shown is a simulation diagram of step 101 being performed in Unity3D as provided in this example.

[0035] Step 102: Calculate the specular reflections of the Fresnel lamps in the aircraft carrier model. For the specific implementation and technical effects of Step 102, please refer to [link to relevant documentation]. Figure 2 The illustrated embodiment includes steps 201 to 202, which are described in detail below.

[0036] Step 201: Obtain the specular reflection parameters of the Fresnel lamp model; these parameters include the surface normal, light source direction, viewing angle, and reflection direction. Specific implementation steps include: In the Unity3D project provided in the example of Step 101, import the ShaderGraph plugin; add a Normalize blueprint in the plugin's visualization interface to obtain the surface normal of the Fresnel lamp model; add a CameraDirection blueprint to obtain the camera's viewing angle; add a LightDirection blueprint to obtain the light source direction; and calculate the reflection direction using the reflect function based on the surface normal and the light source direction. The reflect function is as follows: Where r represents the reflection direction, i represents the light source direction, and n represents the normal direction, i.e., the surface normal.

[0037] Add a ReflectDirection blueprint to the ShaderGraph plugin's visualization interface and set the reflection direction.

[0038] Step 202: Calculate the specular reflection of the Fresnel lamp model based on the specular reflection parameters. Specific steps include: based on the surface normal, light source direction, viewing angle, and reflection direction obtained in Step 201, and combined with the lighting model, the specular reflection can be calculated. The specular reflection diagram is shown below. Figure 9 As shown. The lighting model formula used is as follows: = ( ) in, Represents specular reflection. The color and intensity representing the direction of the light source. The specular reflectance coefficient represents the material's specular reflectance and controls the color and intensity of specular reflection. The max function is used to prevent... The dot product is negative. Represents the direction of view. Represents the direction of reflection. Represents the gloss or reflectivity of the material, used to control the width of the "bright spots" in the highlight area. The larger it is, the smaller the highlight.

[0039] Step 103: Use the highlight shader to color the highlight parts of the Fresnel lamp model based on the specular reflection.

[0040] The Fresnel lamp model includes a reference lamp, a go-around lamp, a switching lamp, and a glide path. Examples of Fresnel lamps provided in this application are as follows... Figure 8 As shown. The coloring of the Fresnel lamp model should be understood by those skilled in the art as highlighting the lamp spheres of the reference lamp, flyback lamp, and switching lamp on the Fresnel lamp model. The specific implementation of step 103 is as follows.

[0041] Use highlight shaders to adjust the highlights of the base light, flyback light, and switching light to the first, second, and third colors, respectively. Specifically: Following the example provided in step 102, obtain the highlight shader created in the ShaderGraph plugin, add it to a new material sphere, and display it on the Fresnel light model's light sphere. Then adjust the color of the highlight material for each light sphere: adjust the flyback light to highlight red, the switching light to highlight yellow, and the base light to highlight green. Note that the slider is also highlighted, but its color is not adjusted in this step; therefore, the highlighted portion here does not include the slider. The slider is positioned above the downward-sloping light track, which is displayed at normal brightness, making the slider brighter than the downward-sloping light track.

[0042] Step 104: Configure the slider on the Fresnel lamp model to slide vertically on the Fresnel lamp model according to the height of the carrier-based aircraft model. For the specific implementation method and technical effects of Step 104, please refer to [link to relevant documentation]. Figure 3 The illustrated embodiment includes steps 301 to 303, which are described in detail below.

[0043] Step 301: Obtain the real-time flight altitude of the carrier-based aircraft model. This step begins after the carrier-based aircraft enters the glide slope, i.e., after the aircraft begins the landing procedure. In this embodiment, the carrier-based aircraft enters the working area of ​​the Fresnel optical landing system when it is 3 kilometers away from the stern of the aircraft carrier to obtain the real-time flight altitude of the carrier-based aircraft. There are various specific methods, which are not specifically limited or described here.

[0044] Step 302: Establish the mapping relationship between the slider's position on the Fresnel lamp model and the flight altitude of the carrier-based aircraft model. Specifically: based on the real-time altitude of the carrier-based aircraft obtained in Step 301, determine the upper and lower limits of the Fresnel lamp lights that the aircraft can see; and based on the Fresnel lamp model, determine the upper and lower limits of the slider's sliding position. The mapping relationship between the slider's position on the Fresnel lamp model and the flight altitude of the carrier-based aircraft model is established using the following formula: x Where x represents the real-time altitude of the carrier-based aircraft, and y represents the real-time altitude of the slider. This represents the upper limit of the slider's sliding height. This indicates the upper limit of the Fresnel headlights' visibility for carrier-based aircraft. This represents the lower limit of the slider's movement height. This indicates the lower limit of the altitude at which carrier-based aircraft can see the Fresnel lights.

[0045] Step 303: Control the slider to slide longitudinally on the Fresnel lamp model according to the height change of the carrier-based aircraft model based on the mapping relationship.

[0046] Step 105: Add a shader to the slider to change its color based on its position within the Fresnel lamp model. This step can be implemented using the source shader in Unity3D. For details on the implementation of Step 105 and its resulting technical effects, please refer to [link to relevant documentation]. Figure 4 The illustrated embodiment includes steps 401 to 403, which are described in detail below.

[0047] Step 401: Determine the positional relationship between the slider and the upper and lower endpoints of the Fresnel lamp model. The specific implementation method of step 401 is as follows... Figure 5 The illustrated embodiment includes steps 501 to 502. Details include: Step 501: Convert the slider's vertex coordinates to world coordinates to determine the slider's vertex height. A specific example is: import the ShaderGraph plugin into your Unity3D project, create a new visual shader, and convert the slider model's vertex coordinates to world coordinates.

[0048] Step 502: Compare the vertex height of the slider with the heights of the upper and lower endpoints of the Fresnel lamp model. A specific example is as follows: two colors, amber and red, are created in the shader of step 501, and the RGBA output points of the two colors are respectively linked to the IF blueprint input points A>B and A<B, wherein A is the slider vertex height, and B is the baseline height, that is Figure 8 at the dashed line shown in . Wherein, the baseline is a virtual horizontal line segment set for facilitating understanding of the present technical solution, and those skilled in the art should understand that it is the horizontal line at the boundary between 10 amber light boxes above and 2 red light boxes below the lower sliding channel of the lamp.

[0049] Step 402: Adjust the portion of the slider that is on the Fresnel lamp model and does not exceed the upper and lower endpoints of the Fresnel lamp model to the color of the lower sliding channel of the Fresnel lamp model where the portion is located. A specific example is as follows: in the shader, when the slider vertex height is greater than the baseline height but does not exceed the upper endpoint of the Fresnel lamp model, that is, A>B, the IF blueprint outputs amber, and adds this color to the slider, at which time the slider displays highlighted amber. In the shader, when the slider vertex height is less than the baseline height but does not exceed the lower endpoint of the Fresnel lamp model, that is, A<B, the IF blueprint outputs red, and adds this color to the slider, at which time the slider displays highlighted red. When the slider vertex is in the middle of the baseline, the vertex portion above the baseline displays highlighted amber, and the vertex portion below the baseline displays highlighted red; Step 403: Adjust the portion of the slider that exceeds the upper endpoint or the lower endpoint of the Fresnel lamp model to be transparent. A specific example is as follows: when the slider vertex height is greater than the highest point of the light box on the lower sliding channel, the Alpha value of the color of the exceeding portion is set to 0, that is, transparent, and the color of the non-exceeding portion remains highlighted amber; conversely, when the slider vertex height is less than the lowest point of the light box on the lower sliding channel, the Alpha value of the color of the lower exceeding portion is set to 0, and the color of the non-lower exceeding portion remains highlighted red; when the entire slider vertex height is greater than the highest point of the light box on the lower sliding channel or entirely less than the lowest point of the light box on the lower sliding channel, the Alpha value of the overall color of the slider is 0, that is, the entire slider is displayed as transparent.

[0050] For the "shader" mentioned in the embodiments of the present application, those skilled in the art should understand that it is a device that can achieve the Fresnel lamp highlight simulation effect in the embodiments of the present application, and achieve the effect that the slider slides and changes color according to the position of the Fresnel lamp where it is located.

[0051] In this embodiment, a high-brightness shader is used to highlight the Fresnel lamp, greatly enhancing its penetrating power and the visibility range of its light signal. Even in adverse weather and sea conditions, pilots can clearly see the color and position of the Fresnel lamp. By keeping the Fresnel lamp constantly lit and allowing the slider to move longitudinally along the lamp according to the aircraft's altitude, switching time is reduced, effectively minimizing longitudinal deviation, improving pilot landing accuracy, and ensuring safe aircraft and ship operations.

[0052] While this application provides the method operation steps as described in the embodiments or flowcharts, more or fewer operation steps may be included based on conventional or non-inventive labor. The order of steps listed in this embodiment is merely one possible execution order among many and does not represent the only execution order. In actual device or client product execution, the methods shown in the embodiments or drawings of this application can be executed sequentially or in parallel (e.g., in a parallel processor or multi-threaded processing environment).

[0053] like Figure 6 As shown in the figure, this application embodiment also provides a Fresnel lamp display simulation system 600. The system includes: an import module 601, a calculation module 602, a coloring module 603, a sliding module 604, and a color-changing module 605.

[0054] Import module 601 is used to import carrier-based aircraft models, aircraft carrier models, and marine environment models into the simulation space.

[0055] The calculation module 602 is used to calculate the specular reflection of the Fresnel lamp model in the aircraft carrier model. In this embodiment, the calculation module 602 is specifically used to: obtain the specular reflection parameters of the Fresnel lamp model; and calculate the specular reflection of the Fresnel lamp model based on the specular reflection parameters.

[0056] The shading module 603 is used to color the highlight portion of the Fresnel lamp model using a highlight shader based on the highlight reflection. The Fresnel lamp model includes a reference lamp, a flyback lamp, a switching lamp, and a glide path; in this embodiment, the shading module 603 is specifically used to: adjust the highlights of the reference lamp, flyback lamp, and switching lamp to a first color, a second color, and a third color, respectively, using a highlight shader.

[0057] The sliding module 604 is used to configure the slider on the Fresnel lamp model to slide longitudinally on the Fresnel lamp model according to the height of the carrier-based aircraft model. In this embodiment, the sliding module 604 is specifically used to: obtain the real-time flight altitude of the carrier-based aircraft model; establish a mapping relationship between the position of the slider on the Fresnel lamp model and the flight altitude of the carrier-based aircraft model; and control the slider to slide longitudinally on the Fresnel lamp model according to the height change of the carrier-based aircraft model based on the mapping relationship.

[0058] The color-changing module 605 is used to add a shader to the slider, which changes the slider's color according to its position on the Fresnel lamp model. In this embodiment, the color-changing module 605 is specifically used to: convert the slider's vertex coordinates to world coordinates to determine the slider's vertex height; compare the slider's vertex height with the heights of the upper and lower endpoints of the Fresnel lamp model; determine the positional relationship between the slider and the upper and lower endpoints of the Fresnel lamp model; adjust the portion of the slider on the Fresnel lamp model that does not exceed the upper and lower endpoints of the Fresnel lamp model to the color of the lower light path of the Fresnel lamp model; and adjust the portion of the slider that exceeds the upper or lower endpoints of the Fresnel lamp model to be transparent.

[0059] Some modules of the system described in this application can be described in the general context of computer-executable instructions that are executed by a computer, such as program modules. Generally, program modules include routines, programs, objects, components, data structures, classes, etc., that perform specific tasks or implement specific abstract data types. This application can also be practiced in distributed computing environments where tasks are performed by remote processing devices connected via communication networks. In distributed computing environments, program modules can reside in local and remote computer storage media, including storage devices.

[0060] The systems or modules described in the above embodiments can be implemented by computer chips or physical entities, or by products with certain functions. For ease of description, the above devices are described in terms of function, divided into various modules. When implementing the embodiments of this application, the functions of each module can be implemented in one or more software and / or hardware. Of course, a module that implements a certain function can also be implemented by combining multiple sub-modules or sub-units.

[0061] The methods, apparatus, or modules described in this application can be implemented in a computer-readable program code manner. The controller can be implemented in any suitable manner, for example, as a microprocessor or processor and a computer-readable medium storing computer-readable program code (e.g., software or firmware) executable by the (micro)processor, logic gates, switches, application-specific integrated circuits (ASICs), programmable logic controllers, and embedded microcontrollers. Examples of controllers include, but are not limited to, the following microcontrollers: ARC 625D, Atmel AT91SAM, Microchip PIC18F26K20, and Silicon Labs C8051F320. Memory controllers can also be implemented as part of the control logic of the memory. Those skilled in the art will also recognize that, in addition to implementing the controller in purely computer-readable program code manner, the same functionality can be achieved by logically programming the method steps to make the controller take the form of logic gates, switches, application-specific integrated circuits, programmable logic controllers, and embedded microcontrollers. Therefore, such a controller can be considered a hardware component, and the means included within it for implementing various functions can also be considered as structures within the hardware component. Alternatively, the device used to implement various functions can be viewed as either a software module implementing the method or a structure within a hardware component.

[0062] This application also provides a non-volatile computer-readable storage medium storing a computer program or instructions thereon, which, when executed, enables the method described above in this application to be implemented.

[0063] As can be seen from the above description of the embodiments, those skilled in the art can clearly understand that this application can be implemented by means of software plus necessary hardware. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, can be embodied in the form of a software product, or it can be embodied in the process of data migration. The computer software product can be stored in a storage medium, such as ROM / RAM, magnetic disk, optical disk, etc., and includes several instructions to cause a computer device (which may be a personal computer, mobile terminal, server, or network device, etc.) to execute the methods described in various embodiments or some parts of the embodiments of this application.

[0064] The various embodiments described in this specification are presented in a progressive manner. Similar or identical parts between embodiments can be referred to interchangeably. Each embodiment focuses on its differences from other embodiments. All or part of this application can be used in numerous general-purpose or special-purpose computer system environments or configurations. Examples include: personal computers, server computers, handheld or portable devices, tablet devices, mobile communication terminals, multiprocessor systems, microprocessor-based systems, programmable electronic devices, network PCs, minicomputers, mainframe computers, and distributed computing environments including any of the above systems or devices, etc.

[0065] The above embodiments are only used to illustrate the technical solutions of this application, and are not intended to limit this application. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that modifications can still be made to the technical solutions described in the foregoing embodiments, or equivalent substitutions can be made to some or all of the technical features therein. Such modifications or substitutions do not cause the essence of the corresponding technical solutions to deviate from the scope of the technical solutions of this application.

Claims

1. A Fresnel lamp display simulation method, characterized in that, include: Import carrier-based aircraft models, aircraft carrier models, and marine environment models into the simulation space; Calculate the specular reflection of the Fresnel light model in the aircraft carrier model; wherein the Fresnel light model includes a slider, a reference light, a go-around light, a switching light, and a glide path; The Fresnel lamp model is colored using a highlight shader based on the specular reflection, including: adjusting the highlights of the reference lamp, the flyback lamp, and the switching lamp to a first color, a second color, and a third color, respectively, using the highlight shader; wherein the highlight portion does not include the slider, but the slider is displayed in a highlighted manner and is positioned above the sliding light track, while the sliding light track is displayed at normal brightness, so that the brightness of the slider is greater than the brightness of the sliding light track; Configuring the slider on the Fresnel lamp model to slide longitudinally on the Fresnel lamp model according to the height of the carrier-based aircraft model includes: acquiring the real-time flight altitude of the carrier-based aircraft model; establishing a mapping relationship between the position of the slider on the Fresnel lamp model and the flight altitude of the carrier-based aircraft model; and controlling the slider to slide longitudinally on the Fresnel lamp model according to the height change of the carrier-based aircraft model based on the mapping relationship. Add a shader to the slider to change its color based on its position within the Fresnel lamp model.

2. The method according to claim 1, characterized in that, The calculation of the specular reflection of the Fresnel lamp model in the aircraft carrier model includes: Obtain the specular reflection parameters of the Fresnel lamp model; wherein, the specular reflection parameters include the surface normal, the light source direction, the viewing angle direction, and the reflection direction; The specular reflection of the Fresnel lamp model is calculated based on the specular reflection parameters.

3. The method according to claim 1, characterized in that, The step of changing the color of the slider according to its position on the Fresnel lamp model includes: Determine the positional relationship between the slider and the upper and lower endpoints of the Fresnel lamp model; Adjust the portion of the slider on the Fresnel lamp model that does not extend beyond the upper and lower endpoints of the Fresnel lamp model to the color of the lower light path of the Fresnel lamp model; Adjust the portion of the slider that extends beyond the upper or lower endpoint of the Fresnel lamp model to be transparent.

4. The method according to claim 3, characterized in that, Determining the positional relationship between the slider and the upper and lower endpoints of the Fresnel lamp model includes: Convert the vertex coordinates of the slider to world coordinates to determine the vertex height of the slider; Compare the height of the slider's vertex with the height of the upper and lower endpoints of the Fresnel lamp model.

5. A Fresnel lamp display simulation system, characterized in that, include: The import module is used to import carrier-based aircraft models, aircraft carrier models, and marine environment models into the simulation space; The calculation module is used to calculate the specular reflection of the Fresnel light model in the aircraft carrier model; wherein, the Fresnel light model includes a slider, a reference light, a go-around light, a switching light, and a glide path; A coloring module is used to color the highlight portion of the Fresnel lamp model using a highlight shader based on the highlight reflection, including: using the highlight shader to adjust the highlights of the reference lamp, the flyback lamp, and the switching lamp to a first color, a second color, and a third color, respectively; wherein the highlight portion does not include the slider, but the slider is displayed in a highlighted manner and is positioned above the downward sliding light track, while the downward sliding light track is displayed at normal brightness, so that the brightness of the slider is greater than the brightness of the downward sliding light track; A sliding module is used to configure a slider on the Fresnel lamp model to slide longitudinally on the Fresnel lamp model according to the height of the carrier-based aircraft model, including: acquiring the real-time flight altitude of the carrier-based aircraft model; establishing a mapping relationship between the position of the slider on the Fresnel lamp model and the flight altitude of the carrier-based aircraft model; and controlling the slider to slide longitudinally on the Fresnel lamp model according to the height change of the carrier-based aircraft model according to the mapping relationship. A color-changing module is used to add a shader to the slider, which changes the color of the slider according to its position in the Fresnel lamp model.

6. A non-volatile computer-readable storage medium, characterized in that, Includes storage of computer programs or instructions that, when executed, cause the method as described in any one of claims 1 to 4 to be implemented.

Citation Information

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