多分辨率模型
多分辨率模型的相关文献在1998年到2022年内共计106篇,主要集中在自动化技术、计算机技术、测绘学、军事技术
等领域,其中期刊论文83篇、会议论文15篇、专利文献236152篇;相关期刊50种,包括测绘科学技术学报、中国图象图形学报、中国机械工程等;
相关会议15种,包括第八届全国仿真器学术年会、第十三届全国petri网理论与应用学术年会、第十一届中国虚拟现实大会(ICVRV2011)等;多分辨率模型的相关文献由241位作者贡献,包括谭兵、吴玲达、徐青等。
多分辨率模型—发文量
专利文献>
论文:236152篇
占比:99.96%
总计:236250篇
多分辨率模型
-研究学者
- 谭兵
- 吴玲达
- 徐青
- 魏迎梅
- 戴晨光
- 刘宝宏
- 周杨
- 周深根
- 张必强
- 张永生
- 彭群生
- 朱敏洁
- 杜金莲
- 潘志庚
- 蒋定华
- 邓雪清
- 邢渊
- 阮雪榆
- 鲍虎军
- 黄柯棣
- 丁冉
- 刘云生
- 刘就女
- 刘新国
- 刘晓光
- 卡南·帕塞萨拉斯
- 吕希奎
- 周侃
- 孔晨妍
- 宋汉辰
- 宾雪莲
- 尹全军
- 张传富
- 张和明
- 张昱
- 张琦
- 张立强
- 易思蓉
- 曹卫群
- 曹星平
- 朱滨
- 李凤霞
- 李建胜
- 杨玉海
- 杨镜宇
- 石教英
- 荣明
- 蓝朝桢
- 谢斌
- 赵东
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袁松鹤;
靳海亮;
耿文轩
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摘要:
针对海量地形数据与有限的计算机内存之间的矛盾问题,需对数据的组织与调度过程进行优化.对海量的地形数据基于分块的方法以四叉树的数据结构进行组织.以块内无冗余的数据存储方式构建多分辨率层次模型,同时生成层次索引和坐标序号索引.在预处理阶段进行自上而下的参数计算,以此种方式可以快速读取到需求数据.其次根据视点位置与视线的方向两个因素,利用视锥体投影的方式对数据进行预取,实施两次数据裁剪策略,并结合多线程策略实现数据的加载与卸载.实验结果表明该策略具有较高的实时性,能够满足大规模地形数据的高效绘制要求.
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苟晨曦;
蔡伯根;
苗扬
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摘要:
Using multi‐resolution modeling(MRM) theory ,multiple simulation models for the train control sys‐tem with different emphasis can be established . In the process of describing the same object with multiple reso‐lution models , the consistency of the multi‐resolution models should be considered . Ontology mapping based output information consistency maintenance method was proposed to maintain output information consistency of multi‐resolution model .To value the importance of each atom information ,AHP based evaluation method was used .Output information from multi‐resolution models for the train operation control system was mapped and compared based on this method . The effectiveness of the proposed method was verified by a simulation example of inconsistent event planting .%采用多分辨率建模理论,能够建立不同侧重点的多个列控系统仿真模型,多个分辨率模型对于同一对象进行描述的过程中,需要保证多分辨率模型的一致性。为了保证列控系统多分辨率模型输出信息的一致性,提出基于本体映射的输出信息一致性维护方法。针对映射元素的一致性重要程度,提出基于AHP的评价方法,并对于列控系统多分辨率模型的输出信息,进行方法的实现。通过强制插入不一致事件,验证本文提出的一致性维护方法的有效性。
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朱滨;
朱敏洁;
周深根
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摘要:
Aiming at the inconsistencies existing when the models of the combat simulation system run concurrently,the causes of inconsistencies are analyzed,six kinds of consistency maintenance approach are introduced,and a function-oriented design idea of consistency maintenance template is proposed.The consistency maintenance template is composed of the judging module,the lock/unlock module,the save module and the maintenance module.A maintenance template framework is designed according to the timing sequence,based on three necessary conditions for multi-resolution model running concurrently, taking the consistency maintenance process of tank company model for example,the feasibility of the tem-plate framework is verified.%针对作战仿真系统中模型并发运行时出现的不一致问题,分析了其原因,介绍了6种一致性维护的方法。以面向功能的方式提出了一种一致性维护模板的设计思路,确定了维护模板由判定模块、加解锁模块、另存模块和维护模块4部分组成,以交互时间顺序设计了维护模板的框架,并依据多分辨率模型并发运行的3个必要条件,以坦克连模型一致性维护流程为例,验证了该模板框架的可行性。
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朱敏洁;
周深根
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摘要:
In order to satisfy the demand to speed up the large scale simulation of the army and to keep different attention to different simulation entities. This paper summaries the military staff changeable demand for simulation entities. Five triggering conditions of multi⁃resolution combat model are put forward, such as time triggering, area triggering, distance triggering, in⁃teractive triggering and manual triggering. Faced to the problems producing with triggering, such as triggering conflict, con⁃tinual triggering, spreading disaggregation, some solutions are proposed such as trigger priority sorting, compulsory disag⁃gregation, setting buffering area, setting center point, controlling disaggregation levels. At last, triggering process are de⁃signed.%为满足陆军作战仿真系统提高大规模实体仿真速度以及对不同仿真实体予以不同关注度的需要,归纳总结了军事人员对仿真实体关注需求的特点,提出了5种多分辨率模型转换的触发时机:时间触发、地域触发、距离触发、交互行动触发以及人工触发。同时针对触发可能引发的触发冲突、频繁聚合解聚、连锁性解聚等问题,提出了触发优先级排序、强制解聚、设置缓冲区、设置中心点、控制解聚层次等方法,最后设计了触发的实现过程。
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朱滨;
朱敏洁;
周深根
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摘要:
装备作战仿真系统中,同一实体的多个分辨率模型并发以及不同实体各个分辨率模型之间的交互会导致数据表现不一致的问题。目前,每种一致性维护方法只能解决单一特定环境下的具体问题,因此采取模板的方式,将多种一致性维护方法按照不同的适用条件加以集成,使一致性维护工作更加简单高效。首先概述了维护模板的优势,根据模型交互的时序顺序,设计了由判定模块、加锁模块、解锁模块、另存模块和维护模块五部分组成的维护模板框架。然后以维护模块为重点,以面向功能的设计方法,将维护模块的设计分为两部分:从关联部分明确了维护模块与HLA( High Level Architecture,高层体系结构)的信息传输规则,维护模块使用HLA的信息分发管理器进行通信;从算法部分进行了修正顺序和修正公式的设计,制定了修正顺序的规则,列举了连、排二级模型人数属性的维护公式。最后举出实例,通过C++语言的编译,完成了一致性维护模板中维护模块的总体设计和程序实现。%In the equipment combat simulation system, multiple concurrent resolution model of the same entity as well as the interaction between the different entities each resolution model would result in inconsistent data performance issues. Current⁃ly, each of consistency maintenance method can only solve specific problems in a single particular environment, this paper takes the form template that will be integrated more consistent maintenance methods applicable according to different condi⁃tions, so that consistency maintenances work more simple and efficient. Firstly, outline the advantages of maintaining a tem⁃plate, according to the chronological order interaction model design by the decision module, lock the module, unlock the module, save modules and maintenance module of five parts of maintenance template framework. Then to maintain the module as the key to the function⁃oriented design methods, the maintenance module design in two parts:part clear from the context of the maintenance module and HLA ( High Level Architecture, High Level Architecture) information transfer rule maintenance module use HLA Information Distribution Manager to communicate;the order amend and modified formula de⁃sign from the part of the algorithm, set of rules amended order, citing company and platoon maintain formulas II model num⁃ber of attributes. Finally cite an example, by compiling C++language, and complete the consistency maintenance module Maintenance template overall design and program implementation.
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蒋泽军;
徐伟;
尤涛
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摘要:
In traditional distributed visual simulation, systems always use a single model, which results in uneven geometry resource allocation, not meeting the real-time requirements and other issues. To address those problems, the multi-resolution representation principles will be introduced into the design of the visual simulation systems. The research will be done on the load match under conditions of running different resolution models in computing nodes of the system. Considering the influence of the network bandwidth to transmission, at the same time, the research will also be done on the load match under the conditions of running those in displaying nodes of the system and a dynamic negotiation algorithm of the multi-resolu-tion models is given, the application effect of using the multi-resolution methods is evaluated. The experiment proves that under the real-time requirement, the virtual visual system will run more efficiently by using multi-scale representation, un-der the uneven conditions of computing nodes, network transmission and displaying nodes.%在传统分布式视景仿真中,系统均采用单一的模型,从而导致了系统中几何资源分配不均匀,无法满足实时性要求等问题。针对这一情况,将多分辨率表达的方法和原理应用于视景仿真系统中,对计算节点运行不同分辨率模型的负载匹配进行研究,考虑网络带宽对网络传输的影响,同时对显示节点运行多分辨率模型进行研究,给出了一种针对多分辨率模型的动态协商策略,对多分辨率表达的应用效果进行了验证。实验证明了运用多分辨率表达原理,能够应对系统在计算节点、网络传输以及显示节点上的不均衡情况,在保证系统实时性的前提下使系统运行更有效率。
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张兵强;
姜本清;
方君
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摘要:
为了缓解实时地形可视化中海量数据的存储和传输压力,在构建地形数据多分辨率金字塔模型的基础上,提出了一种适于 GPU 实时解压的分块高程数据无损压缩和有损压缩算法。该算法首先对地形块数据进行线性预测,对高分辨率地形块的预测误差采用递归变长的无损编码方法,保留了高分辨率地形数据的细节特征;对低分辨率地形块的预测误差,在考虑地形块本身简化误差的基础上采用了分组的有损量化编码方法。给出了GPU 上实现快速并行解压的处理流程。实验结果表明,该算法实现了有效的数据压缩,具有很高的实时解压效率。%To release the burden for massive-data storage and transmission in real-time large terrain visualization systems, based on the multi-resolution pyramid model for terrain data,this paper proposed a compression algorithm for terrain blocks that was suitable for fast decoding on the GPU.At first,the algorithm implemented linear prediction for terrain blocks,and then coded residual errors for lossless compression of the full-resolution data based on RBUC(recursive bottom up complete). The lossless residual coding method reserved the details of the full-resolution data.As for the residual errors on coarser levels in the terrain blocks,it adopted a grouped and quantized coding method for lossy compression.The quantization levels were based on the simplified errors of low-resolution blocks.At last,it designed the processing flow for fast and parallel decompres-sion on GPU.The experimental results show that the algorithm can be used to compress terrain height-field datasets effectively and supports real-time decompression with high efficiency.
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张娜;
殷知磊
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摘要:
An algorithm for multi-resolution terrain model generation based on quadtree was put forward. This algorithm took elements as view-dependent and terrain relief into the evaluation standards for level of detail and raised appropriate methods to remove cracks in the course of terrain generation according to the law of node partition and rendering.In drawing terrain,optimized display technologies were used such as frustum culling,backface culling,triangle fan and static data storage.Test results showed that this algorithm could rapidly realize the real-time visualization of large-scale terrain.%提出了一种基于四叉树的多分辨率地形模型生成算法。该算法将视点相关、地势起伏等因素纳入细节层次的评价标准中,并在地形生成的过程中根据节点细分和渲染的规律,提出了合适的裂缝消除方法。地形绘制采用了视景裁剪、背面裁剪、三角扇形和静态数据预存等优化显示技术。实验结果表明,该算法能够快速实现大规模地形的实时可视化。
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邹海;
陈保柱
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摘要:
为了绘制大规模地形图,适当地减少数据,利用四叉树结构存储采样点,提出了一种与地形特征和视点相关的实时动态的多分辨率地形模型。在三维场景漫游和切换中,采用二级缓冲机制实现场景数据的快速调度和绘制,同时提出了基于细分评估函数的自适应LOD算法。随着分辨率的动态变化,实时递归地构建绘制当前视域地形所需的数据集。而且在起伏变化大的地形中利用有限的采样点,根据地形特征进行距离加权插值,最终提高特定地区的分辨率和绘制效果。%To draw a large topographic map and reduce data,by using quad-tree structure to store the sampling point,a topographic fea-tures and view-dependent related real-time dynamic multi-resolution terrain model was proposed. In 3D scene roaming and changing,a mechanism of second-level buffering was used for data scheduling and rendering. At the same time,propose the adaptive LOD algorithm based on subdivision evaluation function. With the dynamic changes of resolution,construct recursively the data set that was used to gen-erate required terrain in real time. In order to improve the resolution and drawing effect of a particular region,distance weighting interpola-tion was established with the finite points according to the regional feature.
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荣明;
杨镜宇;
张昱
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摘要:
现代战争模拟要求具有不同分辨率模型的异构系统能联合运行,使模拟结果与信息化条件下的实际作战结果更加相符。采用数据映射、聚合解聚模板等工程方法,解决了多模型想定联合部署数据一致性的问题,实现了不同功能、不同粒度模型想定的联合部署,对战役、战术、武器装备等多层次训练提供了有效的底层数据支撑。开发的想定支撑工具不仅降低了系统使用复杂度,而且规范了系统操作流程。
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- 《全国第15届计算机辅助设计与图形学学术会议》
| 2008年
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摘要:
提出了一种基于可编程GPU的三维网格模型简化算法,基于此算法实现了具有较高实时效率的连续多分辨率模型绘制.该简化算法通过计算模型顶点的高斯曲率对模型中面的光顺程度进行评价,以确定该面是否删除.并结合模型离开视点的距离决定模型在远离观察者的过程中何时简化及简化程度.定义了适合GPU特点的数据结构,结合CPU中的预处理,利用GPu的可编程特性,使模型简化在GPU中进行,实现了高效的连续多分辨率模型的实时绘制.
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