结合即时控制系统架构之3D介面VR重点课件.ppt
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- 结合 即时 控制系统 架构 介面 VR 重点 课件
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1、2005/06/22NCSLAB1結合即時控制系統架構之3D介面VR 系統分析電機系控制組電機系控制組(D92921003)黃雋博(R93921067)彭詩淵2005/06/22NCSLAB2OutlinenMotivationnSystem ArchitecturenTechniquenA case studynConclusion2005/06/22NCSLAB3MotivationnInteractive game environmentqreal time system which can interact with other peopleqKeeping the system ma
2、intain the display rate with 25 frame/s.2005/06/22NCSLAB4MotivationnIn the on-line interactive VR system,the delay will be occurred in many situations.Therefore,the timing analysis is very important for this project.The delay events that we predict are as bellow:nDelay in server:Calculation time(mod
3、eling,numerical)Separate the whole environment for individual clientnDelay in network time:Conjunction delayCompensationnDelay in client:Rendering(According to hardware of the system)Request for the server2005/06/22NCSLAB5System Architecture2005/06/22NCSLAB6TechniquenControl over Quality,Bandwidth,B
4、uffer Condition,CPUs Utilization,Scheduling Techniques for real time-systems(Ex:Rate Monotonic(RM)Algorithm,Earliest Deadline First(EDF)Algorithm)2005/06/22NCSLAB7Technique2005/06/22NCSLAB8TechniquenTeb:encoder buffering delaynTdb:decoder buffering delaynTe:encoding delaynTd:decoding delaynTc:networ
5、king delaynTnm:numerical method computing delaynTpm:physics model computing delaynTv:visualization delaynTeb+Tdb+Te+Td+Tc+Tnm+Tpm+Tv40ms2005/06/22NCSLAB9TechniquenLevel of Details(LOD)techniqueqLOD rendering techniques reduce the geometric complexity of 3D models,sacrificing visual rendering quality
6、 in order to increase frame rendering rates.nPhysically-based:based on physical lows or mathematical functions-complex but realnNon physically-based game:do not use physical laws-simple but unrealqTry the best to reduce the high computational costs and maintain the reality2005/06/22NCSLAB10A case st
7、udynNon-physical based methodqGrassland by Neyret 1998ntranslates texture to show the animated grassland Neyret 1998 qLOD example-Grassland Perbet and Cani 2001highest LOD modelmiddle LOD modellowest LOD model2005/06/22NCSLAB11qPhysical based models Cantilever beam model Anjyo et al.1992 Mass spring
8、 damped model Miller 1988 Mass-spring modelProvot 1995 321()()62PPLy xxxEI()iiiiiildlFk LlDdtlA case study111iiiiiimmmmimmXXFk LXXXX 2005/06/22NCSLAB12A case studyqSet spring between the massesnAssume the position of i th particle is nthe position of i+1 th particle is nthe internal force between th
9、e i th spring is nEach particle has gravity,wind resistance and buoyancy(,)iiiimmmmXxyz+1+1+1+1(,)iiiimmmmXxyz+1+1+1iiiiiimmmmimmXXFk LXXXX Use Eulers method()Fattm()()*()v ttv tta tt()()*()p ttp ttv tt2005/06/22NCSLAB13A case studyDifferent types of grassNumber of masses of each grassComputational
10、timefor one frameLine visualization2069812.5 msLine visualization417.2 msSpline visualization481.3 ms1000-Grass ENVIRONMENTBird viewLOW LODHIGH LOD2005/06/22NCSLAB14 For(i=0;iGrassNum;i+)IF(ViewerPOS.Z-grassi.Z)HighLODRange)grassiHighLODVisualization Else grassiLowLODVisualization XYZ2005/06/22NCSLA
11、B15A Case StudyDifferent Types of grasslandsSimulation time for one frameLine visualization(Low LOD)15 msSpline visualization(High LOD)80 mscombine Line and Spline visualization50.0 msFor Client/Sever1000-Grass ENVIRONMENT733MHZ Pentium III CPUDifferent Types of grasslandsSimulation time for one fra
12、meLine visualization(Low LOD)17.2 msSpline visualization(High LOD)81.3 ms combine Line and Spline visualization 34.4 ms3GHZ Pentium IV CPU2005/06/22NCSLAB16Scheduling2005/06/22NCSLAB17SchedulingnEDF2005/06/22NCSLAB18ExperimentnParticle:6240 vs.14040 M ean624014040Com put i ng Net worki ng Drawi ng C
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