摘要
为了增强驾驶模拟器视景仿真的逼真性,提出一种基于三角形带绘制车辙的实现方法.介绍车辙纹理格式并采用三角形带构成车辙面.根据新车辙面与车身相对位置的不变性,应用矩阵变换计算构成车辙面顶点数组的坐标.给出绘制车辙的步骤.通过平移顶点数组的方式连接新旧车辙面,修改顶点数组的顺序避免车辆倒退时车辙错乱.将该方法封装为f函数,提高绘制车辙时的重用性.采用Vega Prime建立驾驶模拟器视景仿真.仿真结果表明:当车辆直行、转弯、倒退时,调用2次f函数即可正确渲染出2条车辙,且车辙具有良好的视觉效果;修改顶点数组顺序后解决了车辙错乱问题;仿真平均刷新频率达到30Hz以上.该方法不影响仿真实时性,满足视景仿真要求;能用于驾驶模拟器提高视觉逼真性.
A realization method of rendering ruts based on triangle strip was described in order to improve the fidelity of visual simulation in driving simulator.Ruts texture format was introduced and triangle strip was chosen to form ruts geometry.According to the relative position invariance between new ruts geometry and vehicle body,matrix transformation was used to calculate the ruts geometry vertex array coordinate.Then the ruts drawing process was presented.New and previous ruts geometries were connected by displacing ruts vertex array,and the vertex array sequence was modified to avoid ruts confusion when vehicle moved backward.This method was encapsulated as f function to improve the reusability of drawing ruts.Visual simulation of driving simulator was built with Vega Prime.The result indicated that using f function twice could correctly render two ruts,and satisfying visual view was presented when the vehicle was moving forward straightly,steering and backward.The problem of ruts confusion was solved after changing the vertex array sequence.Average simulation frame rate reached higher than 30 Hz.This method has no effect on the real time capability of simulation and meets the requirement of visual simulation,so it can be applied to driving simulator to improve the visual view fidelity.
出处
《浙江大学学报(工学版)》
EI
CAS
CSCD
北大核心
2013年第6期1031-1035,1056,共6页
Journal of Zhejiang University:Engineering Science