基于OpenGL的室内体育馆虚拟系统的研究与实现
本文选题:场景建模 切入点:碰撞检测 出处:《安徽大学》2011年硕士论文 论文类型:学位论文
【摘要】:虚拟现实技术是一种借助计算机硬件和软件资源来创建和体验虚拟世界的计算机系统。与传统的人机界面、视窗操作和多媒体等技术相比,虚拟现实技术具有很强的实时性、交互性和良好的沉浸感等优点。当前,虚拟现实技术已广泛应用于计算机辅助设计与制造、仿真建模、建筑设计、动漫设计、游戏、军事和航空航天等领域。 本文围绕室内体育馆虚拟仿真系统的构建开展研究工作,重点研究了虚拟体育场馆构建过程中所涉及的主要关键技术,如场景建模、外部模型的导入、场景组织、碰撞检测技术和漫游路径的自动生成,并在此基础上,借助OpenGL三维图形应用程序接口,设计和实现了一个虚拟体育馆系统。本文的主要研究工作和取得的成果如下: 1)首先研究了三种建模技术,同时分析和比较了各自的优缺点。接着对本文所采用的外部3D模型的文件结构和其导入、绘制进行了研究。 2)首先研究了BSP算法和BSP树的构建、遍历BSP树以及BSP树的查找等。接着采用BSP树来对场景进行组织,然后通过对BSP树的查找来确定当前视点所处的最小子空间,从而给碰撞检测提供服务。 3)对漫游中的碰撞检测技术进行了研究,并在上述基础上提出基于BSP空间分割和AABB包围盒的双重检测算法。首先采用BSP树来查找和确定视点当前所处的最小子空间;接着采用AABB包围盒碰撞检测算法来粗略地检测视点和物体是否发生了碰撞;最后对上一阶段检测出碰撞的物体的每个三角面片进行进一步的检测,从而确定是否发生碰撞,进而提高整个检测效率。 4)对漫游过程中的路径生成算法进行了研究和改进。首先对钢丝算法进行了详细地介绍;接着对钢丝算法生成避障路径的过程中所遇到的情况进行分析;最后在上述的基础上对钢丝算法做出相关的改进。 本文采用建模工具3DSMAX构建了系统中的体育馆模型,同时采用VC++6.0和OpenGL技术开发和实现了一个虚拟体育场馆,并对系统进行了漫游以及对文中提出的碰撞检测算法的有效性进行了验证。
[Abstract]:Virtual reality technology is a kind of computer system which can create and experience virtual world with the aid of computer hardware and software resources. Compared with traditional man-machine interface, window operation and multimedia technology, virtual reality technology has strong real-time performance. At present, virtual reality technology has been widely used in computer aided design and manufacturing, simulation modeling, architectural design, animation design, games, military and aerospace and other fields. This paper focuses on the construction of virtual simulation system for indoor gymnasium, focusing on the key technologies involved in the construction of virtual gymnasium, such as scene modeling, introduction of external models, scene organization, Based on the collision detection technology and the automatic generation of roaming paths, a virtual gymnasium system is designed and implemented with the help of OpenGL 3D graphics application program interface. The main research work and the results obtained in this paper are as follows:. 1) at first, three modeling techniques are studied, and their advantages and disadvantages are analyzed and compared. Then, the file structure of the external 3D model and its import and drawing are studied. 2) the construction of BSP algorithm and BSP tree, the traversal of BSP tree and the search of BSP tree, etc. Then the scene is organized by BSP tree, and then the minimal space of the current viewpoint is determined by finding the BSP tree. Thus provides the service to the collision detection. 3) the collision detection technology in roaming is studied, and a dual detection algorithm based on BSP space segmentation and AABB bounding box is proposed. Firstly, the BSP tree is used to find and determine the minimal space in which the viewpoint is currently located. Then the AABB bounding box collision detection algorithm is used to roughly detect the collision between the viewpoint and the object. Finally, further detection of each triangle of the object detected in the previous stage is carried out to determine whether or not the collision occurs. And then improve the efficiency of the whole detection. 4) the algorithm of path generation in roaming process is studied and improved. Firstly, the algorithm of steel wire is introduced in detail, and then the situation encountered in the process of generating obstacle avoidance path by steel wire algorithm is analyzed. Finally, on the basis of the above, the steel wire algorithm is improved. In this paper, the gymnasium model in the system is built with the modeling tool 3DS Max, and a virtual gymnasium is developed and implemented by using VC 6.0 and OpenGL technology. The roaming of the system and the effectiveness of the proposed collision detection algorithm are verified.
【学位授予单位】:安徽大学
【学位级别】:硕士
【学位授予年份】:2011
【分类号】:TP391.9
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