计算机科学与探索
計算機科學與探索
계산궤과학여탐색
JOURNAL OF FRONTIERS OF COMPUTER SCIENCE & TECHNOLOGY
2015年
9期
1034-1043
,共10页
张东培%谢宁%刘小军%贾金原
張東培%謝寧%劉小軍%賈金原
장동배%사저%류소군%가금원
场景管理%实时绘制%地下空间%虚拟现实
場景管理%實時繪製%地下空間%虛擬現實
장경관리%실시회제%지하공간%허의현실
scene management%real-time rendering%underground space%virtual reality
在移动互联网上显示大规模虚拟世界总是极具挑战性的课题。在虚拟城市模拟中,除地面建筑外,地下空间可视化也是必需的,因为它包括很多重要的组件,例如地铁站、停车场以及其他地下设施(如管线和管道)。针对大规模地下空间场景,提出了一套适合在网页级实时绘制的轻量级解决方案。首先,对地下空间种类庞杂而又弱关联的数据模型进行了梳理与组织,建立了一套适用于Web3D显示的轻量级场景结构;然后,提出了地下空间的渐进式兴趣区域网格化场景管理策略(progressive area of interest,PAOI)。为了实现按需加载思路,在地下空间室外场景,算法将地下室外构筑物与其所在网格绑定;在地下空间室内场景,将室内场景通过连通面结构进行剖分组织,建立索引。通过以上技术,从整体上大大减少了内存开销,明显增加了显示内容。使用了渲染计算能力相对薄弱的Flash3D实现了所提出的算法。实验结果证明了该方法的有效性,且适用于大规模地下空间场景的互动展示。
在移動互聯網上顯示大規模虛擬世界總是極具挑戰性的課題。在虛擬城市模擬中,除地麵建築外,地下空間可視化也是必需的,因為它包括很多重要的組件,例如地鐵站、停車場以及其他地下設施(如管線和管道)。針對大規模地下空間場景,提齣瞭一套適閤在網頁級實時繪製的輕量級解決方案。首先,對地下空間種類龐雜而又弱關聯的數據模型進行瞭梳理與組織,建立瞭一套適用于Web3D顯示的輕量級場景結構;然後,提齣瞭地下空間的漸進式興趣區域網格化場景管理策略(progressive area of interest,PAOI)。為瞭實現按需加載思路,在地下空間室外場景,算法將地下室外構築物與其所在網格綁定;在地下空間室內場景,將室內場景通過連通麵結構進行剖分組織,建立索引。通過以上技術,從整體上大大減少瞭內存開銷,明顯增加瞭顯示內容。使用瞭渲染計算能力相對薄弱的Flash3D實現瞭所提齣的算法。實驗結果證明瞭該方法的有效性,且適用于大規模地下空間場景的互動展示。
재이동호련망상현시대규모허의세계총시겁구도전성적과제。재허의성시모의중,제지면건축외,지하공간가시화야시필수적,인위타포괄흔다중요적조건,례여지철참、정차장이급기타지하설시(여관선화관도)。침대대규모지하공간장경,제출료일투괄합재망혈급실시회제적경량급해결방안。수선,대지하공간충류방잡이우약관련적수거모형진행료소리여조직,건립료일투괄용우Web3D현시적경량급장경결구;연후,제출료지하공간적점진식흥취구역망격화장경관리책략(progressive area of interest,PAOI)。위료실현안수가재사로,재지하공간실외장경,산법장지하실외구축물여기소재망격방정;재지하공간실내장경,장실내장경통과련통면결구진행부분조직,건립색인。통과이상기술,종정체상대대감소료내존개소,명현증가료현시내용。사용료선염계산능력상대박약적Flash3D실현료소제출적산법。실험결과증명료해방법적유효성,차괄용우대규모지하공간장경적호동전시。
Large scale scene visualization is a challenge to Web3D virtual reality (VR) system. In the virtual urban simulation, apart from the buildings on the ground, the underground space visualization is also essential, because it includes many important components such as subway stations, car parks and underground utilities (e.g., pipelines and tunnels). This paper proposes a lightweight Web real-time rendering scheme for large scale underground space. Firstly, in order to organize the mass underground space data more efficiently, this paper proposes a lightweight scene ground structure. Then, this paper proposes an underground space scene management strategy based on pro-gressive area of interest (PAOI). In order to optimize the rendering system with respect to data loading according to needs, the components of the outdoor structure are bounded on their corresponding grid. Alternatively, the interior space is represented as a connected graph. Using the proposed techniques, the memory consumption is apparently cut off. Meanwhile, the display content significantly increases. To verify the effectiveness of the proposed algo-rithms, this paper implements the prototype system using Flash 3D. Without any plug-in installation, the user experi-ence is improved. The experiment shows that the proposed method has high performance and is suitable for large scale underground scene online rendering.