876 research outputs found

    Research on Dam Simulation System Based on OpenGL

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    AbstractDam, not only has great ability to alleviate water shortages especially during the dry season which improve hydropower capacity, but also plays an imporant rule in the river ecosystem. Dam has significant effect in improving our water environment and protecting ecological system.This paper copes with the three-dimensional model of dams and discusses OpenGL modeling, lighting, material, model transformation, perspective transformation technologies to achieve visualization of the dam, and eventually we visualize the dam through concrete examples

    Search and Render Algorithm for Three-dimensional Terrain Visualisation of Large Dataset

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    There exists a wide class of algorithm for 3-D modelling and visualisation of terrain. These techniques are not very useful for flight simulation application. A very large terrain has to be modelled for flight simulators and primitive techniques do not support large data handling. The terrain keeps on changing rapidly, so in flight simulator application, rendering of each frame must be very fast. This paper describes an algorithm which handles very large dataset and can generate 3-D frames quickly. A flight simulator application can be designed using this technique

    Computing and Displaying Isosurfaces in R

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    This paper presents R utilities for computing and displaying isosurfaces, or three-dimensional contour surfaces, from a three-dimensional array of function values. A version of the marching cubes algorithm that takes into account face and internal ambiguities is used to compute the isosurfaces. Vectorization is used to ensure adequate performance using only R code. Examples are presented showing contours of theoretical densities, density estimates, and medical imaging data. Rendering can use the rgl package or standard or grid graphics, and a set of tools for representing and rendering surfaces using standard or grid graphics is presented.

    The FEV Frontend: A Terrain and Water Simulation Client

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    The FEV (Flood Emergency Visualizer) Frontend is a Java and OpenGL-based 3D vi- sualizer of flood simulation results in real-time. Simulations can be recomputed based on user-defined terrain edits made directly on the rendering surface. The frontend is the client software of the FEV system that includes a backend for solving water flow equations using CUDA. To render large datasets, level-of-detail and other optimizations are needed to render terrain and water surfaces with interactive frame rates

    Shared-Frustum stereo rendering

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    Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2000.Includes bibliographical references (p. 52-54).by Michael Vincent Capps.S.M

    Real-time lattice boltzmann shallow waters method for breaking wave simulations

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    We present a new approach for the simulation of surfacebased fluids based in a hybrid formulation of Lattice Boltzmann Method for Shallow Waters and particle systems. The modified LBM can handle arbitrary underlying terrain conditions and arbitrary fluid depth. It also introduces a novel method for tracking dry-wet regions and moving boundaries. Dynamic rigid bodies are also included in our simulations using a two-way coupling. Certain features of the simulation that the LBM can not handle because of its heightfield nature, as breaking waves, are detected and automatically turned into splash particles. Here we use a ballistic particle system, but our hybrid method can handle more complex systems as SPH. Both the LBM and particle systems are implemented in CUDA, although dynamic rigid bodies are simulated in CPU. We show the effectiveness of our method with various examples which achieve real-time on consumer-level hardware.Peer ReviewedPostprint (author's final draft

    Data preparation and visualization for the SWAN refraction model

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    Includes bibliographical references.This research and development project seeks to provide a usable interactive graphical interface to an environment that otherwise involves primarily numerical data in a static, non-interactive format. Tools will be developed that enable users to prepare numerical data required for the SWAN refraction model and to visualize the results in an interactivie three-dimensional graphical context. SWAN (acronym for Simulating Waves Near shore) is a numerical wave model that is used to predict wave parameters according to a given set of conditions. The design of the 2-D and 3-D graphical interfaces and their impact on the system will be discussed

    Automotive Sketch Processing in C++ with MATLAB Graphic Library

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    Collaborative Workspaces within Distributed Virtual Environments

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    In warfare, be it a training simulation or actual combat, a commander\u27s time is one of the most valuable and fleeting resources of a military unit. Thus, it is natural for a unit to have a plethora of personnel to analyze and filter information to the decision-maker. This dynamic exchange of ideas between analyst and commander is currently not available within the distributed interactive simulation (DIS) community. This lack of exchange limits the usefulness of the DIS experience to the commander and his troops. This thesis addresses the commander\u27s isolation problem through the integration of a collaborative workspace within AFIT\u27s Synthetic BattleBridge (SBB) as a technique to improve situational awareness. The SBB\u27s Collaborative Workspace enhances battlespace awareness through CSCW (computer supported cooperative work) enabling communication technologies. The SBB\u27s Collaborative Workspace allows the user to interact with other SBB users through the transmission and reception of public bulletins, private email, real-time chat sessions, shared viewpoints, shared video, and shared annotations to the virtual environment. Collaborative communication between SBB occurs through the use of standard and experimental DIS-compliant protocol data units. The SBB\u27s Collaborative Workspace gives the battlespace commander the widest range of communication options available within a DIS virtual environment today
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