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JPH06102816A - Simulated field of view generator - Google Patents

Simulated field of view generator

Info

Publication number
JPH06102816A
JPH06102816A JP27502992A JP27502992A JPH06102816A JP H06102816 A JPH06102816 A JP H06102816A JP 27502992 A JP27502992 A JP 27502992A JP 27502992 A JP27502992 A JP 27502992A JP H06102816 A JPH06102816 A JP H06102816A
Authority
JP
Japan
Prior art keywords
plane
dimensional
dimensional object
object group
data
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Pending
Application number
JP27502992A
Other languages
Japanese (ja)
Inventor
Satoshi Yamaguchi
山口  聡
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Kokusai Denki Electric Inc
Original Assignee
Hitachi Denshi KK
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Hitachi Denshi KK filed Critical Hitachi Denshi KK
Priority to JP27502992A priority Critical patent/JPH06102816A/en
Publication of JPH06102816A publication Critical patent/JPH06102816A/en
Pending legal-status Critical Current

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  • Processing Or Creating Images (AREA)
  • Image Generation (AREA)

Abstract

(57)【要約】 【目的】 デ−タ処理時間及びメモリ容量を大幅に増大
させることなく立体感のある自然な立体物体群をシミュ
レ−トする。 【構成】 模擬視界発生装置で、広域での立体物体群を
表示させる場合において、その立体物体群が存在する平
面上に衝立状に表示される立体を表現する側面データを
持ち、該データ上にテクスチャマッピングを施し、視点
の高度及び物体までの距離により側面データと視線とが
常に垂直となるように前記平面との接辺まわり及びZ軸
周りの回転角を制御することによって、立体感のある立
体物体群を表現する
(57) [Abstract] [Purpose] To simulate a natural three-dimensional object group with a three-dimensional effect without significantly increasing the data processing time and memory capacity. [Structure] When displaying a three-dimensional object group in a wide area with a simulated field-of-view device, it has side surface data representing a three-dimensionally displayed three-dimensional object on a plane where the three-dimensional object group exists, and the side data is present on the data By performing texture mapping and controlling the rotation angles around the tangent to the plane and around the Z axis so that the side data and the line of sight are always perpendicular to each other depending on the altitude of the viewpoint and the distance to the object, a three-dimensional effect is obtained. Represent a group of three-dimensional objects

Description

【発明の詳細な説明】Detailed Description of the Invention

【0001】[0001]

【産業上の利用分野】本発明は、特にフライトシミュレ
−タなどに用いて最適なの模擬視界発生装置に関するも
のである。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a simulated field-of-view generator which is most suitable for use in flight simulators and the like.

【0002】[0002]

【従来の技術】都市など広い地域に多数の立体物体が存
在するような場所をシミュレ−トする場合、一つ一つの
立体を一つのデ−タとして作成すると、平面数が非常に
多くなるため処理すべきデ−タ量が膨大となり、処理に
大変時間が掛かってしまう。そこで従来の技術として
は、それらの立体物体群が存在する平面に写真もしくは
それらしい模様(テクスチャ・パタ−ン)を貼付ること
によって、あたかも立体が存在するように見せるテクス
チャ・マッピング方式が用いられてきた。しかしながら
都市など立体物体群が存在するには非常に大きな平面で
なくてはならないため、これをサポ−トするテクスチャ
・パタ−ンを持つには巨大かつ高速なメモリが必要とな
る。一方、この大きな平面をたくさんの小さな平面に切
り分け、それぞれに適したテクスチャ・パタ−ンを貼付
る方法もあるが、多数のテクスチャ・パタ−ンを持つ必
要があるため前述の方法と同様に巨大かつ高速なメモリ
が必要となり、その上表示する平面数が多いため処理時
間が大きくなる。そのため、従来のフライトシミュレ−
タなどの模擬視界発生装置では、平面に適合する1つの
小さなテクスチャ・パタ−ンをメモリ内に持っておき、
そのパタ−ンを1平面上で繰返し貼付ることにより、巨
大なメモリを持つことなく、高速に、あたかもそこに立
体物体群が存在するように見せている。
2. Description of the Related Art When simulating a place where many solid objects exist in a wide area such as a city, if each solid is created as one data, the number of planes becomes very large. The amount of data to be processed becomes enormous, and the processing takes a very long time. Therefore, as a conventional technique, a texture mapping method is used in which a photograph or a peculiar pattern (texture pattern) is pasted on a plane where those three-dimensional object groups are present to make it look as if a three-dimensional object exists. Came. However, for a solid object group such as a city to exist, it must be a very large plane, so a huge and high-speed memory is required to have a texture pattern that supports it. On the other hand, there is also a method of dividing this large plane into many small planes and attaching a texture pattern suitable for each, but since it is necessary to have many texture patterns In addition, a high-speed memory is required, and since the number of planes displayed is large, the processing time becomes long. Therefore, the conventional flight simulator
In a simulated visual field generator such as a computer, one small texture pattern that fits a plane is held in the memory,
By repeatedly pasting the pattern on one plane, it appears as if there were a group of three-dimensional objects at high speed without having a huge memory.

【0003】[0003]

【発明が解決しようとする課題】前述の従来方法では、
平面に写真もしくはそれらしい模様(テクスチャ・パタ
−ン)を貼付ただけであるため、視点が平面より遠い場
合は問題無いが、平面に近づけば近づくほど(高度が低
くなるほど)その面に立体が存在しないため、立体感が
まったくないただの平らな平面となる。本発明は、この
欠点を解決するため、デ−タ処理時間及びメモリ容量を
大幅に増大させることなく立体感のある自然な立体物体
群をシミュレ−トすることを目的とする。
In the above-mentioned conventional method,
There is no problem if the viewpoint is farther than the plane, because a photograph or a peculiar pattern (texture pattern) is simply attached to the plane, but the closer the plane is to the plane (the lower the altitude), the more solid the plane becomes. Since it does not exist, it is just a flat surface with no stereoscopic effect. In order to solve this drawback, an object of the present invention is to simulate a natural three-dimensional object group having a three-dimensional effect without significantly increasing the data processing time and the memory capacity.

【0004】[0004]

【課題を解決するための手段】本発明は、上記の目的を
達成するためあ高さデータを持たない平面上に衝立状に
表示される立体を表現する側面データを持ち、その上に
テクスチャマッピングを施すことにより立体感を持たせ
るものである。
In order to achieve the above object, the present invention has side surface data representing a solid displayed in a screen shape on a plane having no height data, and texture mapping thereon. By giving a three-dimensional effect.

【0005】[0005]

【作用】この方法により、低高度から立体物体群の存在
する平面を観察したとき、平面上に高さを持った立体物
体群の像が確認できる。その上、側面は常に視点に垂直
に存在しているのでテクスチャ・パタ−ンがひずむこと
無く、いつも立体物体の形状を認識できる。したがっ
て、立体感のある自然な立体物体群をシミュレ−トする
ことができる。
By this method, when observing the plane on which the three-dimensional object group exists from a low altitude, an image of the three-dimensional object group having a height on the plane can be confirmed. In addition, since the side surface is always perpendicular to the viewpoint, the shape of the three-dimensional object can always be recognized without distorting the texture pattern. Therefore, a natural three-dimensional object group having a three-dimensional effect can be simulated.

【0006】[0006]

【実施例】図1に本発明の全体的な構成図を示す。図に
おいて、1は視点位置、2は衝立状に表示される立体を
表現する平面、3は平面A、4は接辺中心点、5は立体
物体群の繰返し用テクスチャ・パタ−ンを示す。平面A
3は立体物体群が存在する平面であり、その上に立体物
体の高さ程度の、衝立状に表示される立体を表現する平
面2を配置する。高高度では立体感をあまり必要としな
いので、衝立状に表示される立体を表現する平面2は立
体物体群が存在する平面の内で低高度時に視点に最も近
くなる平面にのみ配置するよう制御する。平面2は、接
辺中心点4を中心に接辺周り及びZ軸周りに回転するよ
うになっており、全面をサポ−トできるように立体平面
の長さ及び平面の大きさ、形状は設定されている。この
立体を表現する平面2には、立体物体群の一部を横から
見た(すなわち、側面の)テクスチャ・パタ−ン5を繰
り返して貼付る。テクスチャ・マッピングには、垂直以
外の方向から見るとパタ−ンがひずむという欠点がある
ため、衝立状に表示される立体を表現する平面2は常に
視点1と垂直になるように回転角を制御する必要があ
る。図2及び図3に本発明の動作図を示す。両図におい
て、6は視点移動の始点a、7は視点移動の終点b、8
は点aから接辺中心点へ伸ばした視線とX軸とのなす角
α、9は点bから接辺中心点へ伸ばした視線とX軸との
なす角β、10は衝立状に表示される立体を表現する平
面の回転制御角θ、11は視点移動の始点c、12は視
点移動の終点d、13は点cから接辺中心点へ伸ばした
視線とY軸とのなす角γ、14は点dから接辺中心点へ
伸ばした視線とY軸とのなす角δ、15は衝立状に表示
される立体を表現する平面の回転制御角φ、図2は衝立
状に表示される立体を表現する平面のZ軸周りの回転に
ついてであり、視点は点a6から点b7へ移動する。図
において、衝立状に表示される立体を表現する平面の回
転角θは α−β=arccos(da/La)-arccos(db/Lb)=θ で求められる。図3は衝立状に表示される立体を表現す
る平面2の接辺周りの回転についてであり、視点は点c
11から点d12へ移動する。図において、回転角φは δ−γ=arccos(td/Ld)-arccos(tc/Lc)=φ で求められる。この計算を表示する画像(1フレ−ム)
毎に行ない、常に視点1と垂直になるように回転角を制
御する。以下、この発明の一実施例としてフライトシミ
ュレ−タに使用した場合について図4、図5により説明
する。図4において、16は着陸する態勢に入った航空
機、17は滑走路、18は町並みを表現する衝立状に表
示される立体を表現する平面、19は町並みの平面が存
在する平面(地表面)、20は森林を表現する衝立状に
表示される立体を表現する平面、21は平面(森林平
面)22は近くの木々を衝立状に表示する立体を表現す
る平面、23は近くの木々が存在する平面である。町並
み平面18は町並み、森林平面20は森林、近くの木々
平面22はそれぞれを表現するテクスチャ・パタ−ンを
マッピングする。滑走路17に着陸しようとして低空飛
行している航空機16からは、周辺に立体感のある町並
みや木々を確認することができる。更に、この動作の詳
細について図5により説明する。図は、都市の町並みの
高度による処理動作について示したものであり、、24
は斜め上空から見た町並みのテクスチャ・パタ−ン、2
5は横から見た町並みのテクスチャ・パタ−ンを衝立状
に表現する平面を示す。平面19には都市の町並みを斜
め上空から見た写真を、衝立状に表示される立体を表現
する平面18には町並みを横方向から見た写真がテクス
チャ・パタ−ンとして貼付ている。高高度から降下して
くる航空機の窓から前方に存在する地表の都市を見た場
合、都市の存在する平面は図の上段aに示したように見
える。平面には写真を貼付ただけであるので実際には立
体物など存在しないが、人間の目の構造上、見えるもの
の形状や今までの経験などから立体感を認識するため、
テクスチャ・パタ−ンとして斜め上空から見たものを貼
付てある。この平面は、高高度から観察したとき十分に
立体感を認識できる。また、高高度からであると見える
平面の多くはほぼ垂直の方向から観察できるので、パタ
−ンの歪はほとんど無い。したがって、この時衝立状に
表示される立体を表現する平面18は処理しない。次
に、中高度まで降下してきた航空機の窓から前方の都市
を見ると図の中段bに示したように見える。高度が落ち
てくると、平面はかなり鋭角な方向から観察されるた
め、横方向には伸び、縦方向には縮むというパタ−ンの
歪が生じ始める。これでは目が立体感を認識できなくな
り、ただのノッペリした平面に感じ始める。ここで、町
並みを横方向から見た写真をテクスチャ・パタ−ンとし
て貼付た衝立状に表示される立体を表現する平面18の
処理を始める。これにより平面上に一部ではあるが立体
物体が浮かび上がり、ただの平面ではなく立体感を持っ
た都市の町並みとして認識できる。着陸直前または着陸
後の航空機の窓から前方の都市を見ると、図の下段cに
示したように見える。ここまで降下してくると、もはや
平面上にマッピングされたテクスチャ・パタ−ンは見え
ず、平面上に配置された衝立状に表示される立体を表現
する平面18のみが観察され、そこに都市の町並みが存
在していることが認識できる。
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS FIG. 1 shows the overall configuration of the present invention. In the figure, 1 is a viewpoint position, 2 is a plane that represents a solid body displayed in a partition shape, 3 is a plane A, 4 is a tangent center point, and 5 is a repeating texture pattern of a solid body group. Plane A
Reference numeral 3 denotes a plane on which a group of three-dimensional objects exists, and a plane 2 having a height of the three-dimensional object and representing a three-dimensionally displayed three-dimensional object is arranged on the plane. Since the stereoscopic effect is not required so much at high altitude, the plane 2 representing the solid displayed in a partition shape is controlled to be arranged only on the plane closest to the viewpoint at the low altitude among the planes in which the solid object group exists. To do. The plane 2 is designed to rotate around the tangent center point 4 around the tangent and around the Z axis, and the length, size and shape of the plane are set so that the entire surface can be supported. Has been done. A texture pattern 5 obtained by viewing a part of the three-dimensional object group from the side (that is, the side surface) is repeatedly attached to the plane 2 representing this three-dimensional object. The texture mapping has a drawback that the pattern is distorted when viewed from a direction other than the vertical direction. Therefore, the rotation angle is controlled so that the plane 2 representing the solid body displayed in a partition shape is always perpendicular to the viewpoint 1. There is a need to. 2 and 3 show operation diagrams of the present invention. In both figures, 6 is the starting point a of the viewpoint movement, 7 is the ending point b of the viewpoint movement, 8
Is an angle α formed by the line of sight extending from the point a to the tangent center point and the X axis, 9 is an angle β formed by the line of sight extending from the point b to the center of the tangent side and the X axis, and 10 is displayed in a partition shape. , A rotation control angle θ of a plane representing a solid body, 11 is a starting point c of the viewpoint movement, 12 is an ending point d of the viewpoint movement, 13 is an angle γ between the line of sight extending from the point c to the tangent center point and the Y axis, Reference numeral 14 denotes an angle δ formed by the line of sight extending from the point d to the tangent center and the Y axis, 15 denotes a rotation control angle φ of a plane representing a solid body displayed in a partition shape, and FIG. 2 is displayed in a partition shape. Regarding the rotation around the Z axis of the plane representing the solid, the viewpoint moves from the point a6 to the point b7. In the figure, a rotation angle θ of a plane representing a solid body displayed in a partition is obtained by α-β = arccos (da / La) -arccos (db / Lb) = θ. FIG. 3 shows the rotation around the tangent of the plane 2 that represents a solid displayed in a partition shape, and the viewpoint is the point c.
Move from 11 to point d12. In the figure, the rotation angle φ is obtained by δ−γ = arccos (td / Ld) -arccos (tc / Lc) = φ. Image showing this calculation (1 frame)
The rotation angle is controlled so that it is always perpendicular to the viewpoint 1. Hereinafter, a case where the present invention is used in a flight simulator as an embodiment of the present invention will be described with reference to FIGS. In FIG. 4, 16 is an aircraft that is ready to land, 17 is a runway, 18 is a plane that represents a solid that is displayed in a partition shape that represents a townscape, and 19 is a plane where the plane of the townscape exists (ground surface) , 20 is a plane representing a cube that is displayed as a screen representing a forest, 21 is a plane (forest plane) 22 is a plane that represents a cube that displays nearby trees as a screen, and 23 is a tree that is nearby It is a plane to do. The town plane 18 maps the town, the forest plane 20 maps the forest, and the neighboring trees plane 22 maps the texture patterns that represent each. From the aircraft 16 flying at low altitude to land on the runway 17, it is possible to see the surrounding cityscape and trees with a three-dimensional effect. Further, details of this operation will be described with reference to FIG. The figure shows the processing operation according to the altitude of the cityscape.
Is a texture pattern of the cityscape seen from the diagonal sky, 2
Reference numeral 5 shows a plane that represents the texture pattern of the townscape seen from the side in a partition shape. On the plane 19, a photograph of the cityscape seen obliquely from above is attached, and on the plane 18 representing a three-dimensional image displayed on a plane, a photograph of the townscape seen from the lateral direction is attached as a texture pattern. When looking at the city on the surface of the ground that exists ahead from the window of the aircraft descending from a high altitude, the plane in which the city exists appears as shown in the upper stage a of the figure. There are no three-dimensional objects in reality because I just attached a photo on the plane, but because of the structure of the human eye, I recognize the three-dimensional effect from the shape of what I see and the experience so far.
As a texture pattern, the one seen from diagonally above is attached. This plane has a sufficient stereoscopic effect when viewed from a high altitude. In addition, since most of the planes that can be seen from a high altitude can be observed from almost vertical directions, there is almost no pattern distortion. Therefore, the plane 18 representing the solid body displayed in the partition shape at this time is not processed. Next, looking at the city ahead from the window of the aircraft descending to the middle altitude, it looks as shown in the middle b of the figure. When the altitude is lowered, the plane is observed from a considerably acute angle, so that a pattern strain of expanding in the horizontal direction and contracting in the vertical direction starts to occur. This makes it impossible for the eyes to perceive the stereoscopic effect, and begins to feel as if it were just a flat surface. Here, the processing of the plane 18 representing a solid body displayed in a partition shape in which a photograph of a townscape viewed from the lateral direction is attached as a texture pattern is started. As a result, a part of a three-dimensional object emerges on the plane, and it can be recognized as a cityscape with a three-dimensional effect instead of just a plane. Looking at the city ahead from the window of the aircraft immediately before or after landing, it looks as shown in the lower row c of the figure. When descending to this point, the texture pattern mapped on the plane can no longer be seen, and only the plane 18 representing the three-dimensional screen-shaped solid arranged on the plane is observed, and the city is seen there. It can be recognized that there is a townscape.

【0007】[0007]

【発明の効果】この方法により、低高度において立体物
体群の存在する平面のうち最も近い平面にのみ衝立状に
表示される立体を表現する平面を処理すれば良く、ま
た、衝立状に表示される立体を表現する平面の数もしく
はそれ以下の数だけテクスチャ・パタ−ンを用意すれば
良いため、デ−タ処理時間及びメモリ容量を大幅に増大
させることなく立体感のある自然な立体物体群をシミュ
レ−トすることができる。
According to this method, it is sufficient to process a plane representing a solid body which is displayed in a partition shape only at the closest plane among the planes in which the solid object group exists at low altitude, and is displayed in a partition shape. Since it is only necessary to prepare texture patterns for the number of planes that represent a three-dimensional object or less, a natural three-dimensional object group with a three-dimensional effect without significantly increasing the data processing time and memory capacity. Can be simulated.

【図面の簡単な説明】[Brief description of drawings]

【図1】本発明の実施例の全体的な構成図FIG. 1 is an overall configuration diagram of an embodiment of the present invention.

【図2】本発明の実施例の説明図FIG. 2 is an explanatory diagram of an embodiment of the present invention.

【図3】本発明の実施例の説明図FIG. 3 is an explanatory diagram of an embodiment of the present invention.

【図4】本発明の実施例の構成図を示す図FIG. 4 is a diagram showing a configuration diagram of an embodiment of the present invention.

【図5】本発明の実施例の説明図FIG. 5 is an explanatory diagram of an embodiment of the present invention.

【符号の説明】[Explanation of symbols]

1 視点位置 2 衝立状に表示される立体を表現する平面 3 平面A 4 接辺中心点 5 立体物体群の繰返し用テクスチャ・パタ−ン 6 視点移動の始点 7 視点移動の終点 8 点aから接辺中心点へ伸ばした視線とX軸とのなす
角 9 点bから接辺中心点へ伸ばした視線とX軸とのなす
角 10 衝立状に表示される立体を表現する平面の回転制
御角 11 視点移動の始点c 12 視点移動の終点d 13 点cから接辺中心点へ伸ばした視線とY軸とのな
す角 14 点dから接辺中心点へ伸ばした視線とY軸とのな
す角 15 衝立状に表示される立体を表現する平面の回転制
御角 16 着陸する航空機 17 滑走路 18 平面(町並み) 19 衝立状立体表現平面 20 平面(森林) 21 衝立状立体表現平面 22 平面(近くの木々) 23 衝立状立体表現平面 24 テクスチャ・パタ−ン 25 テクスチャ・パタ−ン
1 viewpoint position 2 plane representing a solid body displayed in a partition 3 plane A 4 tangent center point 5 texture pattern for repeating 3D object group 6 start point of viewpoint movement 7 end point of viewpoint movement 8 contact from point a Angle formed by the line of sight extended to the side center point and the X axis 9 Angle formed by the line of sight extended from the point b to the tangent side center point and the X axis 10 Rotation control angle of a plane representing a solid body displayed in a partition 11 Viewpoint movement start point c 12 Viewpoint movement end point d 13 Angle between the line of sight extended from the point c to the tangent side center point and the Y axis 14 Angle between the line of sight extended from the point d to the tangent side center point and the Y axis 15 Rotation control angle of a plane representing a solid that is displayed in a screen 16 Landing aircraft 17 Runway 18 Plane (townscape) 19 Plane-shaped three-dimensional representation plane 20 Plane (forest) 21 Plane-shaped three-dimensional representation plane 22 Plane (near trees) ) 23 Partition-like three-dimensional representation Surface 24 texture pattern - down 25 texture pattern - down

Claims (1)

【特許請求の範囲】[Claims] 模擬視界発生装置で、広域での立体物体群を表示させる
場合において、その立体物体群が存在する平面上に衝立
状に表示される立体を表現する側面データを持ち、該デ
ータ上にテクスチャマッピングを施し、視点の高度及び
物体までの距離により側面データと視線とが常に垂直と
なるように前記平面との接辺まわり及びZ軸周りの回転
角を制御することによって、立体感のある立体物体群を
表現することを特徴とする模擬視界発生装置
When displaying a solid object group in a wide area with a simulated visual field generation device, it has side surface data representing a solid body displayed in a partition shape on a plane where the solid object group exists, and texture mapping is performed on the data. By controlling the rotation angles around the tangent to the plane and around the Z-axis so that the side data and the line of sight are always perpendicular depending on the altitude of the viewpoint and the distance to the object, a solid object group having a stereoscopic effect is obtained. Visual field generation device characterized by expressing
JP27502992A 1992-09-18 1992-09-18 Simulated field of view generator Pending JPH06102816A (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP27502992A JPH06102816A (en) 1992-09-18 1992-09-18 Simulated field of view generator

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP27502992A JPH06102816A (en) 1992-09-18 1992-09-18 Simulated field of view generator

Publications (1)

Publication Number Publication Date
JPH06102816A true JPH06102816A (en) 1994-04-15

Family

ID=17549886

Family Applications (1)

Application Number Title Priority Date Filing Date
JP27502992A Pending JPH06102816A (en) 1992-09-18 1992-09-18 Simulated field of view generator

Country Status (1)

Country Link
JP (1) JPH06102816A (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
AU714577B2 (en) * 1996-03-29 2000-01-06 Katsuhiko Betsushima Vending machine
US7067023B2 (en) 2000-05-26 2006-06-27 Jfe Steel Corporation Cold rolled steel sheet and galvanized steel sheet having strain age hardenability and method of producing the same

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
AU714577B2 (en) * 1996-03-29 2000-01-06 Katsuhiko Betsushima Vending machine
US7067023B2 (en) 2000-05-26 2006-06-27 Jfe Steel Corporation Cold rolled steel sheet and galvanized steel sheet having strain age hardenability and method of producing the same
US7101445B2 (en) 2000-05-26 2006-09-05 Jfe Steel Corporation Cold rolled steel sheet and galvanized steel sheet having strain age hardenability and method of producing the same

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