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作战仿真实体可视化数据模型关键技术研究

Key Techniques of Visualization Models System on Military Simulation Entities

【作者】 殷宏

【导师】 刘树海;

【作者基本信息】 南京理工大学 , 计算机应用技术, 2009, 博士

【摘要】 本文围绕作战仿真实体可视化数据模型,研究了作战仿真实体可视化数据模型在作战仿真系统中的地位,分析了作战仿真实体可视化数据模型的建立、管理和应用等,对作战仿真实体可视化数据模型系统进行总体结构设计和功能设计,最后给出了应用实例。1.提出了作战仿真实体可视化数据模型的分类和层次体系结构根据作战仿真系统的可视化需求,提出了作战仿真实体可视化数据模型的分类方法,设计了模型层次体系结构,为模型的生成、管理、使用提供了便捷;为了方便于应用各类模型、减少重复实体建模工作,加快显示和渲染速度,针对模型建立,制定了相应规则;模型建立的层次体系可以快速识别所显示的作战实体的级别等信息,可使用层次细节管理的方法来控制模型的动态显示层次,初步解决了军事态势表达中的聚合和解聚的问题。2.设计作战仿真实体可视化数据模型数据管理系统的体系结构设计了作战仿真实体可视化数据模型数据库管理系统的体系结构,选取关系数据库和空间数据库相结合的方法,对模型数据进行存储和维护;设计并实现了模型层次结构中各层次的数据存储结构和模型重构算法,实现了模型的数据获取、建模、处理及应用全过程的可视化,为构建具有高逼真度的作战仿真系统提供了模型支持;通过模型数据管理系统,对实体模型的属性、实体间相互间或与其它相关因素间的关系进行描述,解决了不同实体建模数据信息的兼容和数据交换问题,并可进行作战实体的各项技战术指标的参数分析,能方便地嵌入到其他作战仿真系统中,提高了模型的可重用性。3.研究了大规模战场地形环境的多分辨率生成技术针对综合自然环境的战场地形环境生成,结合限制四叉树与递进网格的思想,提出了限制四叉树的不同分辨率网络模型之间的网格递进方法,实现了在模型误差控制下视点相关的多分辨网格的实时正确构网,提高了大范围三维场景漫游速度,解决通常的基于内存模式的地形可视化无法满足要求的问题;该算法免去了许多数据结构和操作,对于实时控制大规模地形模型的细节层次,增强大规模地形模型的绘制效率是非常有效。4.研究了作战仿真行动实体可视化数据模型实时简化技术为较好保持模型的拓扑结构和属性特征,提出应用半边折叠操作和局部误、定性匹配技术误差度量的方式对行动实体模型进行简化,生成多分辨率模型;算法考虑了几何误差度量算子的三个因子:折叠边的欧氏距离、折叠边二面角和顶点到星型邻域平面的距离;引入模型属性特征权重值,将几何误差和属性误差加权作为总体误差进行简化,并对简化质量的进行了合法性检查,初步解决了目前作战仿真三维可视化场景显示存在的主要问题,达到了提高场景逼真度和流畅性的目的,对提高系统三维场景的真实感和画面的流畅性有着重要的作用。

【Abstract】 Visual data models(VDM) on military simulation entities was an important part of military simulation display system, which was the basis of 3D display system of battlefield situation, military simulation system and Command Automation System, providing the support of data and models for the weapon system evaluation and computer generated forces (CGF). The models gave an impulse to make use of information technology and the conception of NCW(Network Centric Warfare), developed the joint C~4ISR architecture and realize combat capability based on visual full spectrum.With concerns of visual data models on military simulation entities, the paper discussed the role of VDM in military simulation system .By analyzing the processes, management and application of VDM modeling, the general frame and functions of VDM on military simulation entities were established. Finally, the practical projects were presented.1. Categorization and hierarchical architecture of visual data model on military simulation entities was presented.According to the requirement of visualization in military simulation system, categorization methods of VDM on military simulation entities were proposed. VDM were classified by 4 kinds of models, such as combat entities, command entities, synthetic natural environment and military topology, which offered convenience of the creation, management and use of VDM. By analyzing the processes, management and application of VDM modeling, the overall structure and functions of VDM on military simulation entities were constructed. It comprised 8 layers of geometry and data: panorama level, integrated level, object level, surface level, vertex level, topological relations level, attribute level and action level, and analyzed characteristic and function for each level in order to improve VDM storage management. To facilitate of the application of various VDM, cut down repetitive works, and speed up the display and rendering pace, model-rules on grouping, multiresolution, grades of damage and texture rules were constituted. By adopting categorization methods and hierarchical architecture of VDM, it was helpful to implement fast rendering in three-dimensional scene, and it also could identify information about levels of military simulation entities quickly. Hierarchical architecture of VDM could control the dynamic display level of models by the management of hierarchical details. The problems of aggregation and disaggregation in military situation expression initially were solved as well.2. The architecture of VDM management system on military simulation entities was proposed.According to the concept of modern software engineering and the importance of VDM and data management in military simulation system, the architecture of VDM management system on military simulation entities was proposed. The techniques involving special database and relational database were synthesized to build the data storage and maintenance framework .Furthermore, the data storage structures for each level architecture were constructed, and, the algorithm for reconstructing VDM was designed and realized as well. The organization and management of established models was used during three phases: modeling, post-processing, and application. The visual process of data acquirement, modeling, disposal and its application was implemented. Hereby, these models could satisfy the requirement of VDM in the military simulation system. By VDM data management system, database storage technology was realized. The experiment showed it can solve compatibility and data exchanging issues between different entities. To describe the relationship during attributes, mutual entities or other factors, the VDM database should be established consistently and integrally. The system included modular and hierarchical design and VDM’ s database establishment, maintenance, display, transfer, dynamic control and visual display .The models not only had many advantages, such as real 3D environment, clearer logic-tier and high resolution, but also could analyze parameters of tactical guide for combat entities, which can be embedded generically in military simulation system to improve the reusability of models.3. The technology of creating multiresolution was discussed about large-Scale battlefield terrain environment.According to the character of synthetic element in the battlefield terrain environment, such as large quantity of data, the complicated terrain, irregularly shape, multiresolution, considering the concept of restricted quad-tree and progressive meshes, an algorithm of real-time dynamic triangulation based on restricted quad-tree for large scale terrain visualization was discussed. In terms of view-port抯 position of and the directions of sight, an algorithm similar to prototype for mesh dynamic Simplification could come true by deleting little important vertexes and triangles or inserting more important vertexes and triangles . Propose a method of progressive meshes based on restricted quadtree between blocks of different resolution, and the real-time dynamic triangulation controlled by giving view dependent error come true. The method could speed up the speed of 3D scene roaming and solve such problems which can抰 be satisfied the demand of terrain visualization based on RMI. The experiments showed that this algorithm was less network costs and overleaped data structure and operation details. Furthermore, it was very good of the real-time LoD controlling for large scale terrain visualization and also for the real-time rendering.4. A real-time Simplification technology of VDM on military simulation entities was researched.This research analyzed VDM抯 function on military simulation system and the characteristic of VDM of action entities. To preserve the topology structure and attribute features of the model, it summarized the simplification algorithm with attribute feature of models oriented action entities, and proposed the simplification method based on half-edge collapse operation and local error tolerance, which constructed multi-resolution models. Three factors of geometric error metrics, including the length and dihedral angle of the collapse edge, the distance between vertex and adjacent plane were referred in this algorithm. By introducing the weight of attribute feature, the total error with geometric errors and attribute errors combined was simplified, and the validity for the simplification quality was examined.Attribute information such as model抯texture had been preserved, and solved the display problem about 3D visual scene in military simulation system initially, in order to achieve the purpose of reality and fluency.Compared the algorithm with other typical simplification method by average error, max error, simplification of time, and the characteristic of geometry and attribute preservation, test demonstrated that the algorithm was efficient for the geometric and attribute feature of the model maintenance, and played an important role in improving fidelity and fluency of 3D scenes.

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