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3D虛擬博物館系統(tǒng)的研究與實(shí)現(xiàn)

發(fā)布時(shí)間:2018-12-13 13:48
【摘要】:虛擬現(xiàn)實(shí)技術(shù)是應(yīng)用計(jì)算機(jī)創(chuàng)建真實(shí)感場(chǎng)景并使用戶體驗(yàn)虛擬世界的仿真系統(tǒng),它利用計(jì)算機(jī)生成一種模擬環(huán)境,通過一些技術(shù)支持使人的聽覺和視覺等得到感知,讓人有一種沉浸式的體驗(yàn)。虛擬博物館由于可以跨越區(qū)域限制,良好地記錄和保存文物,并可以和用戶進(jìn)行互動(dòng),展示介紹文物,目前已受到越來越多研究者的關(guān)注,成為虛擬現(xiàn)實(shí)領(lǐng)域研究的熱點(diǎn)之一。本文首先對(duì)虛擬博物館的研究狀況和相關(guān)技術(shù)進(jìn)行闡述,然后針對(duì)已有的WebGL三維場(chǎng)景開發(fā)技術(shù)中存在的碰撞檢測(cè)效率低、大場(chǎng)景渲染壓力大等問題進(jìn)行了分析,研究了三個(gè)關(guān)鍵技術(shù)并實(shí)現(xiàn)一種基于WebGL的3D虛擬博物館系統(tǒng),使用戶可以流暢地漫游場(chǎng)景并進(jìn)行交互。本文的主要工作如下:(1)給出了一種基于XML的場(chǎng)景構(gòu)建方法。該方法將系統(tǒng)場(chǎng)景分為兩類節(jié)點(diǎn):一類是包含鏈接信息、模型節(jié)點(diǎn)和標(biāo)識(shí)信息的布局節(jié)點(diǎn),另一類是包含模型位置、材質(zhì)、屬性等信息的模型節(jié)點(diǎn)。在對(duì)資源服務(wù)器中的資源構(gòu)建虛擬場(chǎng)景時(shí),根據(jù)基于XML的場(chǎng)景構(gòu)建規(guī)則,形成場(chǎng)景構(gòu)建的配置文件,瀏覽器則根據(jù)XML的內(nèi)容進(jìn)行場(chǎng)景渲染并和服務(wù)器交互。實(shí)際應(yīng)用結(jié)果表明該方法降低了場(chǎng)景的渲染壓力并增加了交互性。(2)給出了一種基于WebGL的碰撞檢測(cè)方法。該方法采用XML的樹狀結(jié)構(gòu)確定碰撞區(qū)域,并對(duì)碰撞區(qū)域中的靜態(tài)模型運(yùn)用AABB包圍盒來進(jìn)行描述。在對(duì)象運(yùn)動(dòng)時(shí),將根據(jù)采用鼠標(biāo)或鍵盤兩種不同運(yùn)動(dòng)方式來實(shí)現(xiàn)碰撞檢測(cè)和運(yùn)動(dòng)控制。實(shí)際應(yīng)用結(jié)果表明該方法可以快速檢測(cè)場(chǎng)景中的連續(xù)碰撞。(3)提出了一種虛擬博物館數(shù)據(jù)傳輸技術(shù)。該技術(shù)根據(jù)虛擬博物館傳輸數(shù)據(jù)的特點(diǎn),分為服務(wù)器存儲(chǔ)的靜態(tài)數(shù)據(jù)和交互時(shí)產(chǎn)生的動(dòng)態(tài)數(shù)據(jù)。在系統(tǒng)運(yùn)行時(shí),根據(jù)傳輸數(shù)據(jù)的不同類型采用不同的數(shù)據(jù)傳輸方式,即對(duì)于靜態(tài)數(shù)據(jù)采用基于HTTP的數(shù)據(jù)傳輸方式,對(duì)于動(dòng)態(tài)數(shù)據(jù)則采用基于WebSocket的數(shù)據(jù)傳輸方式。實(shí)際應(yīng)用結(jié)果表明該技術(shù)提高了虛擬場(chǎng)景的數(shù)據(jù)傳輸效率和實(shí)時(shí)性。(4)在對(duì)上述技術(shù)進(jìn)行研究的基礎(chǔ)上,本文設(shè)計(jì)并實(shí)現(xiàn)了一種基于WebGL的3D虛擬博物館系統(tǒng)。在系統(tǒng)的客戶端實(shí)現(xiàn)了虛擬場(chǎng)景展示、第一人稱漫游和場(chǎng)景交互功能,服務(wù)器端則實(shí)現(xiàn)了場(chǎng)景管理、用戶管理、數(shù)據(jù)備份等功能,并結(jié)合緩存機(jī)制和分布式部署,保證3D虛擬博物館系統(tǒng)的高效運(yùn)行和實(shí)時(shí)互動(dòng)。
[Abstract]:Virtual reality technology is a simulation system that uses computer to create realistic scene and enable users to experience virtual world. It makes use of computer to create a simulation environment and makes people's hearing and vision be perceived through some technical support. It's an immersive experience. Virtual museum has attracted more and more researchers' attention and become one of the research hotspots in the field of virtual reality because it can span regional restrictions, record and preserve cultural relics well, and interact with users to display and introduce cultural relics. In this paper, the research status and related technologies of virtual museum are described, and then the problems of low efficiency of collision detection and high rendering pressure of large scene in the existing 3D scene development technology of WebGL are analyzed. This paper studies three key technologies and implements a 3D virtual museum system based on WebGL, which enables users to roam the scene smoothly and interact with each other. The main work of this paper is as follows: (1) A scenario construction method based on XML is presented. This method divides the system scene into two kinds of nodes: one is the layout node which contains the link information, the model node and the identification information, the other is the model node which contains the information of model location, material, attribute and so on. When constructing virtual scene for resource server, according to the rules of scene construction based on XML, the configuration file is formed, and the browser renders the scene according to the content of XML and interacts with the server. The practical application results show that the method reduces the rendering pressure of the scene and increases the interaction. (2) A collision detection method based on WebGL is proposed. In this method, the XML tree structure is used to determine the collision area, and the static model in the collision region is described by AABB bounding box. When the object is moving, collision detection and motion control will be realized according to two different motion modes: mouse and keyboard. The practical application results show that this method can quickly detect continuous collisions in the scene. (3) A virtual museum data transmission technology is proposed. According to the characteristics of virtual museum data transmission, this technology can be divided into static data stored by server and dynamic data generated by interaction. When the system is running, different data transmission methods are adopted according to different types of data transmission, that is, for static data, data transmission mode based on HTTP, and data transmission mode based on WebSocket for dynamic data. The practical application results show that the technology improves the data transmission efficiency and real-time of virtual scene. (4) based on the research of the above technology, this paper designs and implements a 3D virtual museum system based on WebGL. Virtual scene display, first person roaming and scene interaction are implemented on the client side of the system, while scene management, user management, data backup and other functions are implemented on the server side, combined with cache mechanism and distributed deployment. Ensure the efficient operation and real-time interaction of the 3 D virtual museum system.
【學(xué)位授予單位】:江蘇大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類號(hào)】:TP391.9;G260.7;TP311.52

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