| Along with the development of Space Simulation technology, demands of visualization expand a lot. At the same time, display hardware develop very fast which propose higher requirements to the effect and method of visualization. In order to fulfill different kinds of visualization demands related with earth and atmosphere, it is urgently required to study the method of rendering atmospheric effect which is faster, more realistic and more reusable.This thesis investigates the physical and mathematical model of atmosphere and classic atmospheric effect rendering methods. A comparison of these different methods is made in terms of rendering speed and quality. The strong points and weak points of theses methods are summarized. Bottleneck problems, the phenomenon and cause of artificiality are discussed.The thesis proposes a method to simulate effects of atmospheric scattering in real time rendering system on both CPU and GPU on the base of the previous work. Key technology and steps are also discussed in detail. Test software was put forward to verify performance of methods in rendering speed and quality. Finally, the skills of writing GLSL programs and solutions to the problem of practice are discussed according to the experiences encountered in experimental processes.Research and implementation of the system provide new realization ways for the space task visualization effect in future and establishes a good foundation for the application in research and exploitation of space environment visualization. |