| With the rapid development of science and technology as well as the new military revolution, the technology of virtual battlefield has been widely applied in many aspects such as battle commanding, deducting, training and so on, which makes a great influence. Served as an effective method for the world military powers to practice tactics and strategy, the virtual battlefield environment in aerial combat, among diverse designs of the virtual battlefield environment, has such many advantages as large geographical range, precise topography, fine texture, accurate target precision, special effects, more signals of electromagnetic environment, strong real-time performance and so on.The improvement of computer hardware makes people put forward higher requirements on the accuracy of traditional simulation. Some forms more stereoscopic forms than 2 D and 3D are required so that there will be some researches on the development of spherical terrain.To meet the demands of the application of the virtual battlefield environment in aerial combat, this thesis focuses on the performance of planes in the flight simulation and the natural environment in aerial combat. Based on air passage spherical terrain digital earth as the ground of the air war battlefield environment carrier, further study will be carried out on several key technologies such as aircraft flight simulation in virtual battlefield environment, air war battlefield environment modeling based on digital earth sky clouds, and realistic enhancement.In general, the main research work of this thesis includes the following aspects:(1) As the traditional 6-DOF flight simulation is mainly used for the plane flight, not around the ball in flight time, some modification of the direction of flight simulation are required to increase timely manner, which is based on Digital Earth as well as not influences the realism and efficiency of aircraft flight simulation.(2) The construction of the aircraft flight path combines the two dimensional Bessel curve with the three dimensional one. There is one singular control point at both the beginning and the end, so the interpolation from the two dimensional Bessel curve is chosen. And for two control points in other adjacent vertexes, the interpolation from the three dimensional Bessel curve is used, which will build up a three dimensional flight path.(3) The previous construction of skies are mostly built in flat terrain, but based on the study on the sky modeling algorithm, this thesis works out a two-sky dome modeling algorithm, improved from the traditional one, which forms a "sky ball" approach to accord with the spherical topography. The combination of two-dimensional cloud and three-dimensional cloud can effectively improve the realism and efficiency to achieve dynamic sky. Celestial simulation applies Billboard(bulletin board) and texture mapping approach, which is more commonly used in computer graphics. Sky color value is calculated using the Mie scattering and Rayleigh scattering to create high realism. In order to increase rendering efficiency, calculations of sky color value are accelerated processing in the GPU. |