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双语推荐:物理碰撞检测技术

针对目前在航海模拟器中缺少对船舶碰撞响应的三维仿真,提出在航海模拟器中基于开源场景图形(Open Scene Graph,OSG)渲染引擎开发的三维视景中加入Bullet物理引擎的技术方案.根据刚体动力学、接触与碰撞动力学和能量守恒定律,基于Bullet刚体碰撞响应模型,建立船舶三维碰撞动力学模型;运用Projected Gauss-Seidel迭代算法,得到碰撞后船舶实时的六自由度位置姿态参数;根据碰撞检测阶段获取的碰撞点位置参数,实时绘制划痕并添加爆炸特效.该方案已成功应用于航海模拟器视景系统中,渲染效果良好.
Considering no three-dimensional (3 D )simulation on collision response of ships in naviga-tional simulator nowadays,a proposal of adding the technology of Bullet (a physical engine)to the 3D scene which is developed based on an OpenSceneGraph (OSG)rendering engine in navigational simula-tor is put forward. According to the rigid body dynamics,contact and collision dynamics and law of con-servation of energy,the 3D collision dynamics model of ships is built based on the rigid body collision re-sponse model in Bullet. Then the Projected Gauss-Seidel iterative algorithm is used to calculate the 6-DOF location and posture parameters of ships after collision. According to the location parameters of colli-sion points obtained in the period of collision detection,the scratch is drawn in real time,and the explo-sion effect is added. This proposal is applied to the vision system of navigational simulator successfully, and is of good rendering effect.
虚拟数字化校园漫游系统是数字化校园建设计划的核心平台。本文首先对目前主流的虚拟可视化开发工具作了介绍,并结合当今最流行的游戏引擎UDK(Unreal Development Kit)和三维设计软件3ds Max的虚拟现实关键技术问题进行了研究,以无锡城市职业技术学院校区为原型,设计并实现了将虚拟现实引擎作为三维动态交互立体数字校园开发平台的核心构件,着重对引擎实现过程中的3ds模型导入进行了解析,包含了材质编辑技术物理碰撞技术碰撞检测技术等关键技术。结果表明,上述技术的通用性在虚拟现实引擎中可见一斑,极大地提高了引擎的实用性和执行效率。
Virtual campus roaming system is the core platform of digital campus construction.This paper introduced the main tool of virtual visualization development,combined with today''s most popular game engine UDK (Unreal Development Kit) key technology of virtual reality and 3D design software 3ds Max was studied,taking the Wuxi City College of Vocational technology campus as the prototype,design and implementation of virtual reality engine as the core component of 3D dynamic interactive three-dimensional digital campus development platform,the 3DS model into the engine in the process of realization were analyzed,material editing techniques,collision physics technology and collision detection technology. The results show that,the remarkable versatility technology in virtual reality engine,greatly improves the practicability and efifciency of the engine.

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针对在地面难以使用实物进行空间操作任务训练的问题,提出了一种基于人机交互和物理引擎技术的交互操作虚拟仿真方法,并实现了失重状态下旋转陀螺的虚拟操作训练。实现中首先建立航天员和陀螺的三维图形模型和用于碰撞检测物理模型,并采用虚拟现实设备数据手套和位置跟踪仪实时跟踪获取受训人体的实时运动数据,用于交互控制虚拟航天员的运动,最终通过物理引擎及仿真算法计算失重状态下旋转陀螺的运动状态。结果显示,该方法较好地解决了旋转陀螺定轴特性仿真问题,能够满足虚拟训练的实时性和有效性要求。
To solve the problems of space operation tasks training on the ground , a virtual simulation method based on human-machine interaction technology and physics engine was proposed , which successfully accomplished the virtual training of rotating top operation in weightlessness .First, the 3D models and physical models of the astronaut and the top were built for display and collision de -tection , then the trainer ’ s real-time motion data was tracked and recorded using data gloves and mo-tion tracking device , which was used for controlling the motion of virtual astronaut , finally the rota-ting top’ s motion data was calculated using physics engine and other algorithm .The results showed that the method proposed effectively solved the problem of rotating top simulation , and it satisfied the real-time and efficiency demands of virtual training .

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为解决当前游戏开发中跨平台比较麻烦的问题,开发了一款多平台三维空战游戏。为提高碰撞检测速度,使用了立方体包围盒技术,并进一步优化为梯形台包围盒。在粒子系统中使用椭圆体来表现粒子,一个椭圆体上有上百个粒子,直径较小的椭圆体直接用点来代替。为了使游戏也可在手机平台上运行,经算法比较,减少粒子颜色至64色。同时从多线程、模型优化等方面对系统进行了优化。系统包括图形用户界面、物理模块、粒子系统模块等,最后被移植到Windows,Web,Mac,Mac Dashboard等多个平台。实验表明,该游戏运行流畅,达到设计要求。
In order to solve the current more troublesome problems in game cross-platform developing,a multi platform 3D air war game is developed. In order to improve the speed of collision detection,the cube bounding box technology is used,and further optimized for trapezoidal bounding box. Particles are realized using ellipsoids. There are hundreds of particles on the ellipsoid,and the smaller ellipsoid is replaced with dots directly. In order to make the game can also be used on mobile phone platform,the particle color is reduced to 64 colors. The system has been optimized using the multithreading and optimized model. The system includes a graphical user interface, physical module,particle system module etc. The system have been transplanted to the platform of Windows,Web,Mac,Mac Dashboard etc. The operation of the system is fluent,and meets the design requirements.

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