博碩士論文 89522053 詳細資訊




以作者查詢圖書館館藏 以作者查詢臺灣博碩士 以作者查詢全國書目 勘誤回報 、線上人數:45 、訪客IP:3.17.174.239
姓名 張晉豪(Jinn-Hao Chang)  查詢紙本館藏   畢業系所 資訊工程學系
論文名稱 調適性的動態載入式多重解析度地形展示
(Adaptive Multiresolution Terrain Modeling and Dynamic-loading for Flight Simulation)
相關論文
★ 適用於大面積及場景轉換的視訊錯誤隱藏法★ 虛擬觸覺系統中的力回饋修正與展現
★ 多頻譜衛星影像融合與紅外線影像合成★ 腹腔鏡膽囊切除手術模擬系統
★ 飛行模擬系統中的動態載入式多重解析度地形模塑★ 以凌波為基礎的多重解析度地形模塑與貼圖
★ 多重解析度光流分析與深度計算★ 體積守恆的變形模塑應用於腹腔鏡手術模擬
★ 互動式多重解析度模型編輯技術★ 以小波轉換為基礎的多重解析度邊線追蹤技術(Wavelet-based multiresolution edge tracking for edge detection)
★ 基於二次式誤差及屬性準則的多重解析度模塑★ 以整數小波轉換及灰色理論為基礎的漸進式影像壓縮
★ 建立在動態載入多重解析度地形模塑的戰術模擬★ 以多階分割的空間關係做人臉偵測與特徵擷取
★ 以小波轉換為基礎的影像浮水印與壓縮★ 外觀守恆及視點相關的多重解析度模塑
檔案 [Endnote RIS 格式]    [Bibtex 格式]    [相關文章]   [文章引用]   [完整記錄]   [館藏目錄]   [檢視]  [下載]
  1. 本電子論文使用權限為同意立即開放。
  2. 已達開放權限電子全文僅授權使用者為學術研究之目的,進行個人非營利性質之檢索、閱讀、列印。
  3. 請遵守中華民國著作權法之相關規定,切勿任意重製、散佈、改作、轉貼、播送,以免觸法。

摘要(中) 要在低階的個人電腦上即時的展示擁有龐大資料量的地形模型是一項困難的挑戰。在本論文的研究中,我們採用二次誤差式準則 (quadric error metrics) 的方法來建立多重解析度地形模型 (multiresolution terrain model) ,並且使用動態載入式 (dynamic-loading) 技術來達成展示龐大地形模型的目的。利用多重解析度模塑的技術,可以簡化地形模型所需的資料,並且能在顯示時保有高精確度。
在瀏覽大區域地形模型的每一時刻,我們通常只看到局部區域,這時若將整個模型完全載入至記憶體則形成電腦資源的浪費,況且太大的模型也無法完全載入到記憶體中。因此,我們將大區域地形模型切分成許多矩形小地塊,並且動態地讀取所需的小地塊到記憶中來展示。然而,當地塊彼此具有不同的解析度時,在邊界就有可能產生破裂的清況。因此我們將討論幾種方法來克服這個問題。
另外,就飛行模擬的應用而言,我們建立一個控制介面來模擬飛機的飛行,可以讓使用者感覺就如同他們正在地形上駕駛飛機。
摘要(英) The real-time rendering of large terrain models on a low-level personal computer is a challenge for flight simulation. In this paper, a multiresolution terrain modeling based on the quadric error metrics (QEM) with dynamic loading technique is proposed to achieve the need of flight simulation. The multiresolution modeling technique can rapidly produce high-quality approximation of the original model.
For a large terrain model, it is generally impractical to load the whole terrain model into memory. Thus, we partition a large terrain model into blocks and then dynamically load the necessary terrain blocks into the memory for rendering. Generally, it will cause cracks between two adjacent terrain models with different resolutions. We discuss several methods to overcome the problem.
For the application of flight simulation, we build a control interface to simulate the fighter’s action; let users feel as they are aviating the fighter over the terrain.
關鍵字(中) ★ 動態載入
★ 多重解析度模塑
★ 邊界對稱
關鍵字(英) ★ multiresolution modeling
★ dyanmic loading
★ boundary match
論文目次 摘要 I
誌謝 II
目錄 III
第一章 緒論 一
第二章 相關研究 二
第三章 多重解析度地形模塑 三
第四章 動態載入 四
第五章 飛行模擬介面 五
第六章 實驗 六
第七章 結論 七
英文版論文 八
參考文獻 [1] Cohen, J., A. Varshney, D. Manocha, G. Turk, H. Weber, P. Agarwal, F. Brooks, and W. Wright, “Simplification envelops,” in Proc. SIGGRAPH’96, New Orleans, LA, Aug.4-9, 1996, pp.119-128.
[2] Duchaineau, M., M. Wolinsky, D. E. Sigeti, M. C. Miller, C. Aldrich, and M. B. Mineev-Weinstein, “ROAMing terrain: real-time optimally adapting meshes,” in Proc. Visualization’97, Phoenix, AZ, Oct.19-24, 1997, pp.81-88.
[3] Erikson, C., Polygonal Simplification: An Overview, Tech. Report of Dept. Com. Sci., Univ. North Carolina at Chapel Hill, TR96-016, 1996.
[4] Erikson, C. and D. Manocha, Simplification Culling of Static and Dynamic Scene Graphs. Tech. Report 98-009, Computer Science Dept., University of North Carolina, Chapel Hill, 1998.
[5] Garland, M. and P. S. Heckbert, “Multiresolution modeling for fast rendering,” in Proc. Graphics Interface’94, Banff, Alberta, Canada, May. 1994, pp.43-50.
[6] Garland, M. and P. S. Heckbert, Fast Polygonal Approximation of Terrain and Height Fields, Tech. Report CMU-CS-95-181, Carnegie Mellon Univ., School of Computer Science, Sep. 1995.
[7] Garland, M. and P. S. Heckbert, “Surface simplification using quadric error metrics,” in Proc. SIGGRAPH`97, Los Angeles, CA, Aug.3-8, 1997, pp.209-216.
[8] Hoppe, H., T. DeRose, T. Duchamp, J. McDonald, and W. Stuetzle, “Mesh optimization,” in Proc. SIGGRAPH’93, Anaheim, CA, Aug.1-6, 1993, pp.19-26.
[9] Hoppe, H., “Progressive meshes,” in Proc. SIGGRAPH’96, New Orleans, LA, Aug.4-9, 1996, pp.99-108.
[10] Hoppe, H., “View-dependent refinement of progressive meshes,” in Proc. SIGGRAPH’97, Los Angeles, CA, Aug.3-8, 1997, pp.189-198.
[11] Hoppe, H., Efficient Implementation of Progressive Meshes, Tech. Report of Microsoft Research, Microsoft Corporation, MSR-TR-98-02, Jan. 1998.
[12] Hoppe, H., “Smooth view-dependent level-of-detail control and its application to terrain rendering,” in IEEE Visualization’98, Research Triangle Park, NC, Oct.18-23, 1998, pp.35-42.
[13] Huang, C.-C., View-dependent Progressive-mesh Terrain Browsing with Dynamic Loading, Master’s thesis, Inst. of Computer Science and Information Engineering, National Central University, Chung-li, Taiwan, 1999.
[14] Huang, W.-K., A Tactical Simulation System with Dynamic-loading Multiresolution Terrain Modeling, Master’s thesis, Inst. of Computer Science and Information Engineering, National Central University, Chung-li, Taiwan, 2001.
[15] Klein, R., “Multiresolution representations for surfaces meshes,” in Proc. SIGGRAPH’97, Los Angeles, CA, Aug.3-8, 1997, pp.1-19.
[16] Klein, R., D. Cohen-Or, and T. Hüttner, “Incremental view-dependent multiresolution triangulation of terrain,” in Proc. Fifth Pacific Conf. Computer Graphics & Applications, Seoul, Korea , Oct.13-16, 1997, pp.127-136.
[17] Lindstrom, P., D. Koller, W. Ribarsky, L. F. Hodges, N. Faust, and G. A. Turner, “Real-time, continuous level of detail rendering of height fields,” in Proc. SIGGRAPH’96, New Orleans, LA, Aug.4-9, 1996, pp.109-118.
[18] Liu, S.-C., View-dependent Multiresolution Modeling with Appearance Attributes Using Quadric Error Metrics, Master’s thesis, Inst. of Computer Science and Information Engineering, National Central University, Chung-li, Taiwan, 2001.
[19] Luebke, D. and C. Erikson., “View-dependent simplification of arbitrary polygonal environments,” in Proc. SIGGRAPH’97, Los Angeles, CA, Aug.3-8, 1997, pp.199-208.
[20] Rossignac, J., and P. Borrel, “Multiresolution 3D approximations for rendering complex scenes,” in Geometric Modeling in Computer Graphics: Methods and Applications, Springer Verlag, 1993, pp.455-465.
[21] Samet, H., “The quadtree and related hierarchical data structures,” ACM Computing Surveys, Vol.16, No.2, pp.187-260, 1984.
[22] Schroeder, W. J., J. A. Zarge, and W. E. Lorensen, “Decimation of triangle meshes,” in Proc. SIGGRAPH’92, Vol.26, No.2, Chicago, IL, Jul.26-31, 1992, pp.65-70.
[23] Soucy, M. and D. Laurendeau, “Multiresolution surface modeling based on hierarchical triangolation,” Computer Vision and Understanding, Vol.63, No.1, pp.1-14, 1996.
[24] Terrex, ”An Introduction to SmatrMeshTM,” Terrain Experts Inc., http://www.terrex.com/Downloads/SmartMesh.pdf
[25] Turk, G., “Re-tiling polygonal surfaces,” in Proc. SIGGRAPH’92, Vol. 26, No.2, Chicago, IL, Jul.26-31, 1992, pp.55-64.
[26] Xia, J. C., J. Ei-Sana, and A. Varshney, “Adaptive real-time level-of-detail-based rendering for polygonal models,” IEEE Trans. on Visualization and Computer Graphics, Vol.3, No.2, pp.171-183, 1997.
[27] Yang, C.-D. and C.-C. Kung, “The software systems and implementation of flight simulator,” Trans. The Aeronautical and Astronautical Society of the Republic of China, Vol.29, No.3, pp.279-283, 1997.
[28] Yang, T. S., Dynamic-loading Multiresolution Terrain Modeling in A Flight Simulation System, Master’s thesis, Inst. of Computer Science and Information Engineering, National Central University, Chung-li, Taiwan, 2000.
[29] Zhao, Y., J. Zhou, J.-Y. Shi, and Z.-G. Pan, “A fast algorithm for Large scale terrain walkthrough,” in Proc. CAD/Graphics’ 2001, Kunming, China, Aug.22-24, 2001.
指導教授 曾定章(Din-Chang Tseng) 審核日期 2002-7-12
推文 facebook   plurk   twitter   funp   google   live   udn   HD   myshare   reddit   netvibes   friend   youpush   delicious   baidu   
網路書籤 Google bookmarks   del.icio.us   hemidemi   myshare   

若有論文相關問題,請聯絡國立中央大學圖書館推廣服務組 TEL:(03)422-7151轉57407,或E-mail聯絡  - 隱私權政策聲明