Point-by-point dose design method and system based on work area surface obstacle buffer
By adopting a point-by-point charge design method based on surface obstacle buffer zones in the work area, and using a multi-obstacle buffer algorithm to generate no-blast zones and multi-level buffer zones, the problem of low charge design efficiency in seismic exploration is solved, enabling rapid and accurate charge setting, and improving construction efficiency and the quality of geological task completion.
Patent Information
- Application Number
- CN202111265987.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2021-10-28
- Publication Date
- 2025-12-30
- Estimated Expiration
- 2041-10-28
AI Technical Summary
In seismic exploration, under complex surface conditions, existing technologies struggle to quickly and accurately design the amount of explosives used at each blast point, resulting in low construction design efficiency and an inability to effectively avoid the impact of obstacles, thus affecting the completion of geological tasks.
A point-by-point charge design method based on surface obstacle buffer zones in the work area is adopted. A multi-obstacle buffer algorithm is used to generate no-fire zones and multi-level buffer zones. The charge is set according to the spatial relationship between the firing point and the obstacle, so that the charge varies with distance. High-definition digital images are quickly loaded using open data to generate obstacle coordinates and perform point-by-point charge design.
The system enabled rapid and accurate design of explosive charges at blast points, reducing construction difficulty, improving design and construction efficiency, and ensuring the completion of geological tasks.
Smart Images

Figure CN116047581B_ABST
Abstract
Description
Technical Field
[0001] This invention belongs to the field of seismic exploration and development, and specifically relates to a point-by-point charge design method and system based on the buffer zone of surface obstacles in the work area. Background Technology
[0002] In seismic exploration, seismic acquisition is the first and arguably the most crucial step. The quality of the acquired data directly impacts subsequent data processing and interpretation, and the acquisition process is irreversible. During seismic data acquisition, the location of the epicenter directly determines the quality of the acquired data. With the rapid pace of urbanization in recent years, the requirements for safety in actual field operations have become increasingly stringent. Therefore, how to ensure safe construction while simultaneously improving the signal-to-noise ratio of single-shot records and enhancing the quality of seismic data has become a critical issue that every field construction team must consider.
[0003] In domestic 3D seismic field acquisition, complex surface conditions are frequently encountered. For example, the exploration area may contain towns, villages, rivers, lakes, highways, bridges, farmland, and cultural relic protection areas. Some of these areas prohibit blasting, while others prohibit the placement of geophones. During actual construction, designers must manually reposition all shot-receiver points within a given obstacle. If there are many such prohibited areas within a work zone, designers must spend a significant amount of time removing all shot-receiver points affected by obstacles. Furthermore, the charge quantity is a crucial factor determining the signal-to-noise ratio of single-shot data. Especially in areas with complex surface conditions, this often determines whether the geological task can be completed. Therefore, during seismic exploration, the charge quantity for each shot point needs to be calculated in advance indoors to guide fieldwork. This abandons the model of designing charge quantities on-site by quality control personnel, and instead ensures accurate control of distances and charge quantities designed indoors, guaranteeing the achievement of geological tasks based on different surface conditions, and avoiding the shortcomings of post-experimental statistical remediation. Currently, there is no mature commercial software on the market for designing activation dosage based on safety distance, which undoubtedly reduces the work efficiency of construction designers.
[0004] Chinese patent publication CN110824545A discloses an automatic and rapid observation modification and dosing optimization method for complex surfaces. The method includes: modifying the observation system from the target layer imaging perspective based on an initially designed rule-based observation system and satellite images or reconnaissance photographs of the complex surface, combined with the target layer geological body scale and imaging requirements; importing obstacle dosing requirement files, analyzing the optimal dosing after modification, and obtaining the initial dosing for obstacles on the complex surface; performing forward simulation analysis based on the modified observation system and initial dosing, and analyzing the imaging effect and quality of the target layer geological body using the simulation results; if the imaging effect and quality of the obtained simulation results do not meet the requirements of the target layer geological body, then returning to re-perform the observation system modification and dosing optimization adjustment until the requirements of the target layer geological body are met; when the imaging effect and quality meet the requirements of the target layer geological body, then outputting the final observation system and final dosing for the complex surface. However, this patent changes the observation system from the perspective of the target layer imaging and performs forward simulation analysis based on the changed observation system and the initial dosage. The simulation results are based on the analysis of the imaging effect and quality using the dosage, rather than using multiple buffers to design the dosage. Since the dosage is gradually reduced according to the distance from the obstacle, if multiple buffers are not used to design the dosage, more areas will be unable to be constructed. Summary of the Invention
[0005] The purpose of this invention is to solve the problems existing in the prior art and provide a point-by-point charge design method and system based on the surface obstacle buffer zone of the work area. It utilizes open data to quickly load high-definition digital images of the work area as background maps to generate the coordinates of all obstacle inflection points. Through a multi-obstacle buffer algorithm, it generates no-fire zones and charge sizes that vary with distance, thereby achieving rapid charge design for the observation system's firing points, reducing the construction difficulty for field workers, and improving the accuracy of charge design and the efficiency of design and construction.
[0006] This invention is achieved through the following technical solution:
[0007] In a first aspect, the present invention provides a point-by-point charge design method based on the buffer zone of the work area surface obstacle. The method first generates no-fire zones and multi-level buffer zones for all obstacles, and then sets the charge of the fire point according to the spatial positional relationship between the fire point and the no-fire zones and multi-level buffer zones of the obstacles, so that the charge changes with the distance between the fire point and the obstacle.
[0008] A further improvement of the present invention is that:
[0009] The method includes:
[0010] The first step is to quickly load digital satellite images and automatically transform coordinates.
[0011] The second step is obstacle recognition and coordinate inflection point data construction.
[0012] The third step is to generate no-fire zones and multi-level buffer zones for each obstacle;
[0013] The fourth step is to design the charge quantity for each point in the multi-level buffer zone to obtain the charge quantity for each firing point.
[0014] The fifth step is to visualize the amount of explosives at each blast point in the work area to obtain the overall distribution of explosives in the work area.
[0015] A further improvement of the present invention is that:
[0016] The rapid digital satellite image loading operation in the first step includes:
[0017] Establish an access connection to the open platform map server via the HTTP protocol;
[0018] The location of the work area is converted into a tile index, and the tile index is sent to the open platform map server. The open platform map server returns the digital satellite imagery corresponding to the current work area.
[0019] A further improvement of the present invention is that:
[0020] The automatic coordinate transformation operation in the first step includes:
[0021] The coordinate system of digital satellite imagery is transformed into the Beijing 54 coordinate system using a planar transformation model or a spatial transformation model.
[0022] A further improvement of the present invention is that:
[0023] The second step includes:
[0024] Using digital satellite imagery as a background, coordinate inflection points of obstacles are created; these obstacles include: houses, villages, roads, rivers, and reservoirs.
[0025] The obstacle attributes, no-blasting distance, and buffer distances at various levels are set according to the actual construction site; the obstacle attributes include: category, name, and shape;
[0026] Mark the coordinate inflection points of all obstacles, and abstract the obstacles into point obstacles, line obstacles, and polygon obstacles according to their shapes.
[0027] A further improvement of the present invention is that:
[0028] The third step includes the following operations:
[0029] A no-artillery zone, a first-level buffer zone, and an N-level buffer zone are set sequentially from the inside out on the outside of each obstacle.
[0030] The distance between the no-artillery zone and obstacles shall be the no-artillery distance;
[0031] The distance between the first-level buffer zone and the obstacle is the first-level buffer distance, the distance between the second-level buffer zone and the obstacle is the second-level buffer distance, and so on, with the distance between the Nth-level buffer zone and the obstacle being the Nth-level buffer distance.
[0032] A further improvement of the present invention is that:
[0033] The operation of setting up no-gunning zones, first-level buffer zones, and N-level buffer zones sequentially from the inside out outside each obstacle includes:
[0034] For point obstacles, a circle is set with the point obstacle as the center, and this circle is the no-artillery zone; in the same way, a first-level buffer zone to an N-level buffer zone are set from the inside to the outside of the no-artillery zone.
[0035] For linear obstacles, the linear obstacle is abstracted by multiple line segments connected in sequence. Each line segment is taken as the center line segment, and parallel line segments are set on both sides of the center line segment. The distance between the two side line segments and the center line segment is the no-fire distance. The parallel line segments on one side of all the center line segments are connected in sequence, and the parallel line segments on the other side are also connected in sequence. The endpoints of the two parallel line segments at both ends are connected to form a no-fire zone. Using the same method, a first-level buffer zone to an N-level buffer zone are set in sequence from the inside to the outside of the no-fire zone.
[0036] For polygonal obstacles, each point on the polygon is translated outward along the normal direction by a no-gunning distance to form an enlarged polygon with the same shape as the polygonal obstacle. This polygon is the no-gunning zone. Using the same method, first-level buffer zones to N-level buffer zones are set sequentially from the inside to the outside of the no-gunning zone.
[0037] A further improvement of the present invention is that:
[0038] The fourth step includes the following operations:
[0039] Perform the following operations on each firing point in sequence:
[0040] (1) Set the amount of explosive charge at this firing point to the amount required for normal firing; set i = N, where i is an integer;
[0041] (2) Traverse all obstacles;
[0042] (3) Determine whether the firing point is located within the i-level buffer zone of any obstacle. If yes, set the charge of the firing point to the charge corresponding to the i-level buffer zone and then proceed to step (4). If no, proceed to step (4).
[0043] (4) i = i - 1, determine whether i = 0 is true. If yes, proceed to step (5); otherwise, return to step (3).
[0044] (5) Determine whether the firing point is located within the no-firing zone of any obstacle. If so, set the charge of the firing point to 0. If not, do not set the charge of the firing point.
[0045] A further improvement of the present invention is that:
[0046] The fifth step includes the following operations:
[0047] Map the amount of explosives at each firing point to a color value space, so that each amount of explosives corresponds to a color value. Use the color value at the coordinate position of the firing point to represent the amount of explosives at that firing point, and obtain the overall distribution of explosives in the work area.
[0048] A second aspect of the present invention provides a point-by-point dosage design system based on the buffer zone of surface obstacles in the work area, the system comprising:
[0049] Loading and Conversion Unit: Used for rapid digital satellite image loading and automatic coordinate conversion;
[0050] Data construction unit: connected to the loading and conversion unit, used for obstacle recognition and coordinate inflection point data construction;
[0051] Partitioning Unit: Connected to the data construction unit, used to generate no-fire zone and multi-level buffer for each obstacle;
[0052] Explosive charge design unit: connected to the partitioning unit, used to design the explosive charge point by point in the multi-level buffer zone to obtain the explosive charge for each shot point;
[0053] Visualization unit: Connected to the charge design unit, it is used to visualize the charge quantity at each blast point in the work area and obtain the overall charge quantity distribution in the work area.
[0054] A third aspect of the present invention provides a computer-readable storage medium storing at least one computer-executable program, which, when executed by the computer, causes the computer to perform the steps in the above-described point-by-point dosage design method based on the buffer zone of surface obstacles in the work area.
[0055] Compared with the prior art, the beneficial effects of the present invention are:
[0056] This invention utilizes a multi-buffer zone point-by-point charge design technique, which constrains the charge quantity at each shot point by limiting the buffer zone range, thereby reducing construction difficulty and achieving the goal of rapid shot point charge design for the observation system. Attached Figure Description
[0057] Figure 1 A flowchart illustrating the steps of the method of this invention;
[0058] Figure 2 A diagram illustrating network tile data;
[0059] Figure 3 Schematic diagram of planar transformation;
[0060] Figure 4 Schematic diagram of multi-level buffer generation;
[0061] Figure 5 The relationship between drug dosage and amplitude in a certain work area;
[0062] Figure 6 Distribution of explosive charges at all blasting points in the work area. Detailed Implementation
[0063] The present invention will now be described in further detail with reference to the accompanying drawings:
[0064] This invention provides a point-by-point charge design method based on surface obstacle buffer zones in a work area. It utilizes open data to quickly load high-definition digital images of the work area as a background image to generate no-fire zones and multi-level buffer zones for all obstacles. Then, the charge quantity of the firing point is set according to the spatial positional relationship between the firing point and the no-fire zones and multi-level buffer zones of the obstacles, so that the charge quantity changes with the distance between the firing point and the obstacle, thereby achieving rapid design of the charge quantity of the firing point in the observation system.
[0065] The embodiments of the method of the present invention are as follows:
[0066] Example 1
[0067] The method includes:
[0068] Step 1: Fast digital satellite image loading and automatic coordinate transformation:
[0069] This invention provides rapid and automatic loading of digital satellite imagery based on an open data platform, ensuring quick acquisition of the distribution of surface obstacles in the field during the work area design phase. Supported data formats include TMS, XML, and other network tile data formats. It offers rapid local loading of over 10GB of high-definition satellite imagery and linear correction of the high-definition images. Since field construction primarily uses the Beijing 54 coordinate system, it is necessary to convert the original coordinate system to the Beijing 54 projected coordinate system. This invention provides an automatic coordinate transformation function from WGS84 to the Beijing 54 coordinate projection system.
[0070] The first step includes the following steps:
[0071] 1. Design and Access of Data Interface for Open 3D GIS Platform
[0072] Currently, the open platform provides users with two types of extension interfaces: one is the KML file format. KML files are XML-based files that allow code to be written in Notepad and saved in KML format. The client can parse the file to display the landmark information within it. The other is the Components (COM) API format. GE provides API functions that conform to the COM specification, allowing developers to use COM visual programming language tools, including Delphi, Visual Basic, Visual C++, Java, Python, etc.
[0073] The images provided by the open platform are stored in tile format. To obtain the raw image data, information such as the current viewport scale and the data of the displayed area is required to divide and extract the raw image according to these needs. Figure 2 As shown.
[0074] The tile format and network tile conversion method are existing technologies, which are briefly introduced below:
[0075] The bottom layer consists of tiles of the smallest scale extracted and divided, while the top layer contains tiles of the largest scale. Smaller scale levels have fewer tile data points, and vice versa. This pattern results in faster tile tiling for smaller scale levels, and also allows for a larger image area to be contained within tiles of the same size. Once the image pyramid is established, when the front-end requests a map, it only needs to find the corresponding tile for the appropriate scale in the tile cache. Then, the front-end stitches these requested tiles together to obtain the tiles within the visible range of the desired scale.
[0076] After an image is sliced into discrete images, the file organization is actually based on the tile level, row, and column numbers. The standard WMS request also involves row and column number conversion; the WMS request has a Bbox parameter, which is related to this conversion. In the standard WMTS request, the TILEMATRIX, TILEROW, and TILECOL parameters represent the tile level, row, and column numbers, respectively.
[0077] Network tile conversion is as follows: The map origin is defined as (x0, y0), the tile size is defined as `tileSize`, and 1 pixel on the map screen represents the actual distance as `resolution`. The formula for calculating the row and column number of the tile containing the coordinate point (x, y) is:
[0078] Col=floor((x0–x) / (tileSize*resolution))
[0079] row=floor((y0–y) / (tileSize*resolution))
[0080] The floor function rounds a floating-point number down to the nearest integer.
[0081] First, calculate the actual length of a tile, `tileSize`. Then, calculate the actual distance, `realSize`, between the geographic coordinates on the screen and the starting point of the tile cutout. Finally, divide the actual distance by the actual length of a tile to obtain the tile's row and column number: `realSize / tileSize`.
[0082] This invention establishes an access connection with the open platform map server via the HTTP protocol, converts the location of the work area into a tile index (the tile index of the work area is calculated using the above tile row and column number formula, which includes the row number and column number in the above tile row and column number formula), and sends the tile index as a request to the open platform map server to obtain the image data corresponding to the current work area, i.e., the digital satellite image of the corresponding resolution.
[0083] 2. Automatic coordinate conversion of digital satellite imagery
[0084] The coordinate transformation is implemented using existing technology, which is briefly described below:
[0085] The high-resolution satellite imagery provided by the open platform uses the WGS84 coordinate system, meaning that spatial locations are expressed in longitude, latitude, and geoid height. In contrast, my country's land surveying results and engineering construction largely use the Beijing 54 coordinate system, a geocentric coordinate system that uses the Krasovsky ellipsoid as a reference ellipsoid and is projected using the Gauss-Kruger projection (conformal transverse conic projection).
[0086] Depending on the required accuracy and the amount of data parameters in the original dataset, different algorithms can be used for spatial coordinate transformation. Currently, the coordinate transformation between WGS-84 and Beijing 54 coordinate systems employs two models: a planar transformation model and a spatial transformation model.
[0087] The basic algorithm steps of the planar transformation model are as follows: First, the WGS84 geodetic coordinates are directly transformed into planar coordinates using Gaussian projection. Then, these planar coordinates are transformed to Beijing 54 coordinates through translation, rotation, and scaling. Figure 3 As shown.
[0088] The Gaussian projection forward calculation formula is shown below, where B is the latitude, 1 is the difference between the coordinate longitude and the central meridian of the degree zone, 1 = L - L0, N is the radius of curvature of the zonal circle, and x and y are the Gaussian projection coordinate values.
[0089]
[0090]
[0091] t = tanB
[0092] η 2 =e′ 2 cos 2 B
[0093]
[0094]
[0095]
[0096] The basic transformation steps of the spatial transformation model are as follows:
[0097] The WGS84 spatial rectangular coordinates are determined using GPS geodetic coordinates, where N is the radius of curvature of the ellipsoid's prime mover and e is the first eccentricity of the ellipsoid. Then, based on known common coordinates, the seven parameters are solved. Substituting these seven parameters into the Bursa formula, each GPS coordinate point is converted to plane coordinates in the Beijing 54 coordinate system. In the Bursa formula, Δx, Δy, and Δz are translation parameters, and ε... x ε y ε z represents the rotation parameters around the x, y, and z axes, and k is the scaling factor.
[0098]
[0099] WGS-84 Geodetic Coordinate System Formula for Solving Spatial Rectangular Coordinates
[0100]
[0101] Bursa formula
[0102] B is latitude, L is longitude, H is elevation, N is the radius of curvature of the ellipsoid's prime meridian, and e is the first eccentricity.
[0103] The second step is obstacle recognition and coordinate inflection point data construction:
[0104] Using digital satellite imagery as the background, coordinate inflection points of surface obstacles such as houses, villages, roads, rivers, and reservoirs are created (each obstacle is described using polygons, and the coordinate inflection points are the vertices of the polygons), and different attributes of the obstacles are set according to the actual construction site.
[0105] Based on the high-definition image data of the complex surface in the work area, complete the editing of the geographical information of all obstacles (such as the movement and deletion of coordinate inflection points), and attribute definition (define the attributes of each obstacle according to the following table, that is, assign values to each attribute). The specific operations are as follows:
[0106] The operator uses the mouse to mark all the inflection points of the obstacles, abstract the obstacles into points, lines, and polygons according to the shape of the obstacles, and define the attributes of each obstacle (including classification, name, shape, etc. in Table 1), prohibited blasting distance, primary buffer distance, secondary buffer distance, etc.
[0107]
[0108]
[0109] Table 1
[0110] Step 3: Generate the prohibited blasting area and multi-level buffer areas for each obstacle;
[0111] In actual construction, not only the shot points need to be moved out of the obstacles, but also the safety distance from the obstacles needs to be considered. Surface obstacles mainly appear in the forms of points, lines, and polygons according to their shapes.
[0112] Prohibited blasting area: Refers to the area where seismic source excitation construction is prohibited;
[0113] Buffer area: According to the field construction specifications, the allowable blasting distances for different types of obstacles are different, and multi-level buffer areas are set according to the different distances from the obstacles.
[0114] According to the number of buffer areas set, the prohibited blasting area, primary buffer area, secondary buffer area,... N-level buffer area are sequentially set from the inside to the outside of each obstacle. The distance between the prohibited blasting area and the obstacle is the prohibited blasting distance; the distance between the primary buffer area and the obstacle is the primary buffer distance, which is the closest to the obstacle. The distance between the secondary buffer area and the obstacle is the secondary buffer distance, and so on. The distance between the N-level buffer area and the obstacle is the N-level buffer distance, which is the farthest from the obstacle, that is, the primary buffer distance < secondary buffer distance <... < N-level buffer distance.
[0115] The generation methods of the prohibited blasting area and buffer area for each obstacle are as follows:
[0116] A point-shaped obstacle is the simplest shape. A circle is drawn with the point-shaped obstacle as its center, and the radius of this circle is the no-fire distance. This first circle is the no-fire zone. Outside the no-fire zone, one to N concentric circles are designed sequentially as level N buffer zones, with the radius changing to define the level N buffer zones. The radius of the level N buffer zone is equal to the level N buffer distance, the radius of the level N buffer zone is equal to the level N buffer distance, and so on, with the radius gradually increasing from level N to level N. The no-fire zone and the various levels of buffer zones of the point-shaped obstacle can all be viewed as polygons formed by many sides.
[0117] Linear obstacles are described by connecting multiple line segments sequentially. Each line segment is used as the center segment, and parallel line segments are set on both sides of each center segment. The distance between the parallel line segments and the center segment is the no-fire zone. The parallel line segments on one side of each center segment are connected sequentially, and the parallel line segments on the other side are also connected sequentially. The endpoints of the two parallel line segments at the ends are connected (the linear obstacle is equivalent to multiple thick lines of a certain width connected sequentially, and its edge is a polygon), forming a no-fire zone. Using the same method, a first-level buffer zone is set outside the no-fire zone, and the distance between the first-level buffer zone and the linear obstacle is the first-level buffer distance. Then, the same method is used to set a second-level buffer zone outside the first-level buffer zone, and so on, until an N-level buffer zone is formed. The no-fire zone and the buffer zones at each level of the linear obstacle also form a polygon.
[0118] Preferably, at the connection of two adjacent line segments in each polygon, if the clockwise included angle between the two adjacent line segments is greater than 180 degrees, the connection is rounded using the convex corner arc method, that is, a buffer zone is generated at the connection using an arc with a radius equal to the buffer distance.
[0119] For a polygonal obstacle, each point on the polygon is translated outward along the normal direction by a distance that is considered off-limits to artillery, forming an enlarged polygon with the same shape as the obstacle. This polygon is the off-limits zone. Outside the off-limits zone, the same method is used, that is, each point on the polygon is translated outward along the normal direction by a distance that is considered a first-level buffer zone, forming a first-level buffer zone. Then, the same method is used to form a second-level buffer zone outside the first-level buffer zone, and so on, until an N-level buffer zone is formed.
[0120] Figure 4 In the illustrated embodiment, a two-level buffer is employed. Figure 4 The solid area in the diagram represents the no-fire zone for obstacles, while the two outer curved layers represent the primary and secondary buffer zones of the obstacle.
[0121] The fourth step is to design the charge quantity for each point in the multi-level buffer zone to obtain the charge quantity for each firing point.
[0122] The default value for the amount of propellant at the firing point is the amount required for normal firing. However, in traditional methods, no distinction is made for other locations outside the no-firing zone, and all locations are set according to the amount required for normal firing.
[0123] The present invention sets the charge amount point by point. If the firing point is in a no-firing zone, the charge amount is set to 0, that is, no firing is performed. If the firing point is in the buffer zone of an obstacle, the charge amount needs to be modified. If the firing point is neither in a no-firing zone nor in any level of buffer zone, the default value is retained.
[0124] The point-by-point charge design of multi-level buffer zones means that the charge at each firing point will gradually change from near to far, depending on the distance between the firing point and the obstacle.
[0125] Designing the charge rate for each shot point in a multi-level buffer zone involves performing the following operations sequentially for each shot point:
[0126] (1) Set the amount of explosive charge at this firing point to the amount required for normal firing; set i = N, where i is an integer;
[0127] (2) Traverse all obstacles;
[0128] (3) Determine whether the firing point is located within the i-level buffer zone of any obstacle. If yes, set the charge of the firing point to the charge corresponding to the i-level buffer zone and then proceed to step (4). If no, proceed to step (4).
[0129] (4) i = i - 1, determine whether i = 0 is true. If yes, proceed to step (5); otherwise, return to step (3).
[0130] (5) Determine whether the firing point is located within the no-firing zone of any obstacle. If so, set the charge of the firing point to 0. If not, do not set the charge of the firing point.
[0131] Figure 1 The illustrated embodiment uses a two-level buffer as an example. Figure 1 As shown, the pointwise dosing design for multiple buffers includes:
[0132] Perform the following operations on each firing point in sequence:
[0133] (1) Set the amount of explosive at this firing point to the default value, which is the amount of explosive required for normal firing;
[0134] (2) Traverse all obstacles;
[0135] (3) Determine whether the firing point is located within the secondary buffer zone of any obstacle. If yes, set the charge of the firing point to the charge corresponding to the secondary buffer zone, and then proceed to step (4). If no, proceed to step (4).
[0136] (4) Determine whether the firing point is located within the first-level buffer zone of any obstacle. If yes, set the amount of ammunition for the firing point to the amount of ammunition corresponding to the first-level buffer zone, and then proceed to step (5). If no, proceed to step (5).
[0137] (5) Determine whether the firing point is located within the no-firing zone of any obstacle. If so, set the charge of the firing point to 0. If not, do not set the charge of the firing point, i.e. keep the default value.
[0138] Specifically, in steps (3), (4), and (5) above, the existing ray method is used to determine whether the firing point falls within the buffer zone or the no-firing zone, as detailed below:
[0139] Since all buffer zones and no-fire zones can be considered as polygons, we can directly use the polygon interior point judgment method, that is, use the ray method to determine whether the firing point is an interior point of a certain polygon. If it is, it is located in the buffer zone or no-fire zone corresponding to that polygon; if not, it is not in the buffer zone or no-fire zone corresponding to that polygon.
[0140] The correspondence between drug dosage and buffer zones is shown in Table 2. The number of buffer zones and the drug dosage of each buffer zone can be set according to user needs. For example, three or more buffer zones can be set.
[0141] Serial Number Dosage Buffer Remark 1 2kg Level 1 buffer 2 4kg Secondary buffer 3 ... ... 4 N kg N-level buffer
[0142] Table 2
[0143] The dosage of explosives varies in different regions. Users can establish a correlation between explosive dosage and energy for different terrains and structures based on the test data of the work area (users need to input the correlation between explosive dosage and energy based on the actual test results of the work area). Energy refers to the square of the amplitude value; the closer to the obstacle, the smaller the explosive dosage. Figure 5 As shown.
[0144] The fifth step is to visualize the amount of explosives at each firing point in the work area to obtain the overall distribution of explosives in the work area:
[0145] The amount of explosive charge at each blast point is mapped to a color value space, and the amount of explosive charge at each blast point in the entire work area is displayed in a visual way. For example, each amount of explosive charge corresponds to a color value, and the color value is displayed at the location of the blast point. That is, the amount of explosive charge at the coordinate position of the blast point is represented by the color value, so as to obtain the overall distribution of explosive charge in the work area.
[0146] The following are examples of embodiments to verify the method of the present invention:
[0147]
Example 2
[0148] Two surface mesh data volumes of the same size are defined. The number of surface coverages before and after optimization (referring to the design of multi-level buffer charge quantities using the method of this invention) is calculated using the shot-receiver relationship file (obtained using existing 3D ray tracing methods, which will not be elaborated here). Each mesh cell at the same position on both surface meshes is traversed, and the difference in coverage counts between the two mesh cells is obtained to quantitatively analyze the effect of the shot point optimization design. The charge quantity distribution of all shot points in the work area obtained in this embodiment is as follows: Figure 6 As shown, Figure 6 Different gray levels (actually different colors in the image) represent different drug dosages. Taking a two-level buffer zone as an example, the closer to the obstacle, the lower the drug dosage, and the color value represents the dosage. Typically, neglecting the drug dosage design in the buffer zone leads to missing and uneven energy distribution in the target layer. This invention, by considering the drug dosage design in the buffer zone, effectively compensates for missing energy in the target layer.
[0149] The present invention also provides a point-by-point dosage design system based on the buffer zone of surface obstacles in the work area, and an embodiment of the system is as follows:
[0150]
Example 3
[0151] The system includes:
[0152] Loading and Conversion Unit: Used for rapid digital satellite image loading and automatic coordinate conversion;
[0153] Data construction unit: connected to the loading and conversion unit, used for obstacle recognition and coordinate inflection point data construction;
[0154] Partitioning Unit: Connected to the data construction unit, used to generate no-fire zone and multi-level buffer for each obstacle;
[0155] Explosive charge design unit: connected to the partitioning unit, used to design the explosive charge point by point in the multi-level buffer zone to obtain the explosive charge for each shot point;
[0156] Visualization unit: Connected to the charge design unit, it is used to visualize the charge quantity at each blast point in the work area and obtain the overall charge quantity distribution in the work area.
[0157] The present invention also provides a computer-readable storage medium, embodiments of which are as follows:
[0158]
Example 4
[0159] The computer-readable storage medium stores at least one computer-executable program, which, when executed by the computer, causes the computer to perform the steps in the above-described point-by-point dosage design method based on the buffer zone of surface obstacles in the work area.
[0160] This invention utilizes open data to quickly load high-definition digital images of the work area as a background image to generate the coordinates of all obstacle inflection points. It also uses a multi-obstacle buffer algorithm to generate no-fire zones and the amount of explosive charge that varies with distance, thereby achieving rapid design of explosive charge at the observation system's firing points.
[0161] Finally, it should be noted that the above technical solution is only one embodiment of the present invention. For those skilled in the art, based on the application methods and principles disclosed in the present invention, it is easy to make various types of improvements or modifications, and not limited to the methods described in the above specific embodiments of the present invention. Therefore, the methods described above are only preferred and have no limiting significance.
Claims
1. A point-by-point dose design method based on work area surface obstacle buffer, characterized in that: The method comprises the following steps: Firstly, rapid digital satellite image loading and automatic coordinate conversion are performed; Secondly, obstacle identification and coordinate inflection point data construction are performed, which comprises the following steps: a digital satellite image is taken as a background image, and coordinate inflection points of obstacles are created; the obstacles comprise houses, villages, roads, rivers and reservoirs; obstacle attributes, forbidden shooting distances and multi-level buffer distances are set according to actual construction sites; the obstacle attributes comprise classification, name and shape; coordinate inflection points of all obstacles are marked, and the obstacles are abstracted into point-shaped obstacles, line-shaped obstacles and polygonal obstacles according to the shapes of the obstacles; Thirdly, forbidden shooting areas and multi-level buffer areas of each obstacle are generated, which comprises the following steps: a forbidden shooting area, a first-level buffer area and an N-level buffer area are sequentially set from inside to outside of each obstacle; a distance between the forbidden shooting area and the obstacle is a forbidden shooting distance; a distance between the first-level buffer area and the obstacle is a first-level buffer distance, a distance between a second-level buffer area and the obstacle is a second-level buffer distance, and a distance between an N-level buffer area and the obstacle is an N-level buffer distance; the operation of sequentially setting the forbidden shooting area, the first-level buffer area and the N-level buffer area from inside to outside of each obstacle comprises the following steps: for a point-shaped obstacle, a circle is set with the point-shaped obstacle as a center, and the circle is the forbidden shooting area; in the same way, the first-level buffer area, the second-level buffer area and the N-level buffer area are sequentially set from inside to outside of the forbidden shooting area; for a line-shaped obstacle, the line-shaped obstacle is abstracted by connecting a plurality of line segments; each line segment is sequentially taken as a center line segment, and parallel line segments are sequentially set on both sides of each center line segment; a distance between the parallel line segments and the center line segment is the forbidden shooting distance; the parallel line segments on one side of all the center line segments are sequentially connected, and the parallel line segments on the other side are also sequentially connected; and end points of the parallel line segments at both ends are connected, so as to form the forbidden shooting area; in the same way, the first-level buffer area, the second-level buffer area and the N-level buffer area are sequentially set from inside to outside of the forbidden shooting area; for a polygonal obstacle, points on the polygonal obstacle are respectively translated outward along normal directions by a forbidden shooting distance, so as to form an enlarged polygonal obstacle which has the same shape as the polygonal obstacle; the polygonal obstacle is the forbidden shooting area; in the same way, the first-level buffer area, the second-level buffer area and the N-level buffer area are sequentially set from inside to outside of the forbidden shooting area; Fourthly, multi-level buffer area point-by-point charge design is performed, so as to obtain charges of each shot point, which comprises the following steps: the following operations are sequentially performed on each shot point: step 1, a charge of the shot point is set as a normal shot required charge; i=N, i is an integer; step 2, all obstacles are traversed; step 3, it is judged whether the shot point is located in an i-level buffer area of any obstacle; if yes, the charge of the shot point is set as an i-level buffer area corresponding charge, and then step 4 is entered; if no, step 4 is entered; step 4, i=i-1, it is judged whether i=0 is established; if yes, step 5 is entered; if no, step 3 is returned; step 5, it is judged whether the shot point is located in a forbidden shooting area of any obstacle; if yes, the charge of the shot point is set as 0; if no, the charge of the shot point is not set. In the fifth step, the explosive quantity of each gun point in the work area is visualized to obtain the overall distribution of the explosive quantity in the work area.
2. The work area surface obstacle buffer zone based shot-by-shot charge design method of claim 1, wherein: The operation of the fast digital aerial photo loading in the first step includes: An access connection with the open platform map server is established through the HTTP protocol; The location of the work area is converted into a tile index, and the tile index is sent to the open platform map server, and the open platform map server returns the digital aerial photo corresponding to the current work area.
3. The work area surface obstacle buffer zone based shot-by-shot charge design method of claim 1, wherein: The operation of the automatic coordinate conversion in the first step includes: The coordinate system of the digital aerial photo is converted into the Beijing 54 coordinate system by using a plane conversion model or a space conversion model.
4. The work area surface obstacle buffer zone based shot-by-shot charge design method of claim 1, wherein: The operation of the fifth step includes: The explosive quantity of each gun point is mapped to a color value space, so that each explosive quantity corresponds to a color value, and the explosive quantity of the gun point is represented by the color value at the coordinate position of the gun point to obtain the overall distribution of the explosive quantity in the work area.
5. A system for point-by-point dose design based on the work area surface obstacle buffer zone of any one of claims 1-4, characterized by: The system includes: The loading and conversion unit is configured to perform fast digital aerial photo loading and automatic coordinate conversion. The data construction unit is connected with the loading and conversion unit and is configured to perform obstacle identification and coordinate inflection point data construction. The partition unit is connected with the data construction unit and is configured to generate a forbidden gun area and a multi-level buffer area for each obstacle. The explosive quantity design unit is connected with the partition unit and is configured to perform point-by-point explosive quantity design for the multi-level buffer area to obtain the explosive quantity of each gun point. The visualization unit is connected with the explosive quantity design unit and is configured to visualize the explosive quantity of each gun point in the work area to obtain the overall distribution of the explosive quantity in the work area.
6. A computer-readable storage medium, characterized in that: The computer readable storage medium stores at least one computer executable program, and the at least one program causes the computer to execute the steps in the point-by-point explosive quantity design method based on the work area ground obstacle buffer zone according to any one of claims 1-4 when executed by the computer.
Citation Information
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