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飛行姿態(tài)的三維動態(tài)實時顯示本科畢業(yè)論文(已修改)

2025-09-06 18:38 本頁面
 

【正文】 I 飛行姿態(tài)的三維動態(tài)實時顯示 摘要 三維視景仿真是虛擬現(xiàn)實領(lǐng)域的主要研究課題,它能利用計算機為人們建立一個逼真度和可信度都較高的虛擬場景,在當前很多領(lǐng)域中都有了廣泛的應(yīng)用,包括交互式的游戲娛樂、大型的工程漫游、城市規(guī)劃等。尤其是在軍事方面關(guān)于武器研制和飛行器試驗中,通過該手段可以獲取豐富的仿真數(shù)據(jù),是一種經(jīng)濟方便的可視化分析和研究的方法。 本文基于 OpenGL,應(yīng)用 Visual C++ 平臺,用 C++編程對飛行器的飛行場景進行了設(shè)計與仿真這樣做的目的是由于在實際操縱中,使用真實的飛機來訓練新操作手的風險和代價是很高的,所以 ,在實驗室中使用模擬訓練器來訓練是國內(nèi)外通常采用的有效方法。文章使用紋理貼圖的方法實現(xiàn)了對天空和地面的模擬,用多邊形組成了飛機,使用鍵盤來實現(xiàn)對飛機的操作,同時添加了霧以及光照來增加場景的真實感。程序的運行結(jié)果比較符合預期要求,對實際操縱有一定的借鑒意義。 此外也可用于 三維 游戲設(shè)計及其他領(lǐng)域。 關(guān)鍵詞: OpenGL, Visual C++, 飛行 器, 紋理貼圖 II The 3D dynamic realtime display of flight attitude Abstract Three dimension visual simulation is a main research topic in the field of virtual reality, it can use the puter for people to set up a virtual scene, fidelity and reliability are higher in the current has a widespread application in many fields, including interactive game entertainment, large engineering roaming, urban planning, etc. Especially on weapons in the military field experiments, and aircraft can get rich by the means of simulation data, is an economic and convenient method of visualization analysis and research. The paper uses C + + programming design and simulate the scene of aircraft flight based on the OpenGL and apply Visual C + + platform. Thanks to using the real aircraft to train new operators ,the risks and costs are high when in the actual manipulation, so at home and abroad, the effective method of training operators is through the training simulators in the laboratory .The article uses texture mapping method to achieve a simulation of the sky and the ground, aircraft polygons and use the keyboard to the operation of the aircraft, at the same time ,adding the fog and light to increase the realism of the scene. The results of the program is in line with the expectations, further more ,it have a significance effect on the actual manipulation .Also can be used in the design of 3 d games and other fields. Key words:OpenGL, Visual C++, aircraft, Texture map III 目 錄 中文摘要 ........................................................................................................ I 英文摘要 ....................................................................................................... II 1 緒論 ......................................................................................................... 1 前言 ............................................................................................................................ 1 國內(nèi)外相關(guān)研究情況 ................................................................................................ 2 本文研究的目的及主要內(nèi)容 .................................................................................... 2 2 實時性 ..................................................................................................... 4 實時性 ........................................................................................................................ 4 實時性的重要性 ........................................................................................................ 4 實時性的實現(xiàn) ............................................................................................................ 4 顯示列表的優(yōu)勢 ........................................................................................ 5 顯示列表的適用場合 ................................................................................ 5 創(chuàng)建顯示列表 ............................................................................................ 6 執(zhí)行顯示列表 ............................................................................................ 6 管理顯示列表 ............................................................................................ 6 3 三維模型操作及場景繪制原理 .............................................................. 8 基本框架 .................................................................................................................... 8 構(gòu)建應(yīng)用程序框架 .................................................................................... 8 建立圖形操作描述表 ................................................................................ 8 設(shè)置像素格式 ............................................................................................ 8 坐標變換 ..................................................................................................................... 9 視圖變換 .................................................................................................. 11 模型變換 .................................................................................................. 11 投影變換 .................................................................................................. 12 視區(qū)變換 .................................................................................................. 12 紋理映射 ................................................................................................................... 12 紋理 .......................................................................................................... 12 紋理數(shù)據(jù) .................................................................................................. 13 漫游的原理 .............................................................................................................. 14 屏幕顯示 .................................................................................................................. 15 4 場景的構(gòu)建 ............................................................................................ 17 天空的構(gòu)建 .............................................................................................................. 17 地面 .......................................................................................................................... 19 IV 地面的生成 .............................................................................................. 19 地面中的水 ............................................................
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