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Research And Application Of Reality Simulation Of Cultural Relics Virtual Mining

Posted on:2020-04-14Degree:MasterType:Thesis
Country:ChinaCandidate:S J LiFull Text:PDF
GTID:2415330590981875Subject:Computer system architecture
Abstract/Summary:PDF Full Text Request
In recent years,the research on restoring virtual scenes and realizing interaction through virtual reality technology has been increasing.Therefore,the research on cultural relics based on virtual reality has gradually become a research hotspot.The digital display of traditional artifact fragments is mostly static images and models,and its immersion and interactivity are not enough.In this interactive simulation of cultural relics virtual mining,the interaction between the three-dimensional model of the shovel and the clay pit foundation is analyzed,and the motion state of the soil particles is studied,and the interactive process is simulated dynamically..The research work in this paper includes:(1)For the visual effect when the simulated soil is turned and excavated,the mud pit is composed of a small pile of particles around the shovel using a composite model of the pit foundation and the shovel.In order to further improve the efficiency of operation,aiming at the rendering of the composite model of pit foundation and shovel set,a more regular large mesh model addition line map is proposed to construct the clay pit foundation model and to cut the soil through a limited number of archaeological shovel.First,build the model according to the principle of 3DMax modeling method and add the bump map to render.Then,when simulating the cultural relics virtual mining interaction,a series of different mining area blocks are generated according to the posture,position and velocity information of the shovel,to form a regional block information set.The region block set is intersected with the regular pit base model to realize the excavated effect,and the mining display efficiency is improved;and the particle effect is rendered around the shovel.(2)For the virtual cutting algorithm,the Delaunay triangulation algorithm is mainly optimized and optimized.When obtaining the intersection area information between the shovel and the pit foundation,through the related knowledge of computer graphics,the intersection line and the intersection plane are first obtained,and then the Delaunay triangulation algorithm is combined and the algorithm is optimized.Firstly,in order to improve the efficiency of triangular mesh topology during cutting and reconstruct a new triangular mesh,this paper adds AIF data structure to record the polygonal mesh topology.In order to reflect the authenticity,by reconstructing the triangle based on the convex shape,an adjacent triangle having a certain topologically related information but not being cut is selected to be added to the list to form a convex shape.Secondly,the intersection area is obtained,and the Z-Buffers algorithm is used to realize the post-excavation area display.(3)When the three-dimensional model interacts,aiming at simulating the movement of soil particles and the realism of deformation between the shovel and the soil pit foundation,the artificial particle swarm optimization particle swarm optimization algorithm is proposed to simulate the particle motion convergence.First,the force analysis of the soil is analyzed based on the discrete element method,including the influence of soil on the frictional force of the shovel surface and gravity.Secondly,the force of the soil after the shovel was inserted into the soil and the force of the whole shovel were analyzed,which provided a theory for the performance analysis between the real shovel and the soil.Finally,in order to effectively simulate the particle motion convergence state of the soil block after the shovel force,combined with the artificial bee colony algorithm and the optimized particle swarm algorithm,and using the particle cluster instead of the soil small particles in the simulated soil block,the simulated soil movement efficiency is improved.
Keywords/Search Tags:virtual mining, model cutting, particle system, unity3D, interaction
PDF Full Text Request
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