TY - JOUR
T1 - Visual realization of an acoustic confrontation simulation system using GPU programming
AU - Ma, Tian
AU - Huang, Jianguo
AU - Gao, Wei
AU - Zhang, Qunfei
PY - 2012/3
Y1 - 2012/3
N2 - In order to solve the real-time visualization problem of a complex environment in acoustic confrontation, a new visual simulation system using graphic processing unit (GPU) programming was developed based on the OpenSceneGraph (OSG) framework. Its architecture and scene organization were designed, and the ocean surface grid was generated using a projection-grid model and fast Fourier transformation method based on GPU; its reflection and refraction effect was realized using texture mapping. The underwater beam, floating particles, and blur effect also were realized, and the high dynamic range (HDR) effect was simulated using post-rendering technology. Three OSG sound nodes were developed based on the FMOD audio engine, which could play 3D object sound, event sound, and background sound. Lastly, a better multi-channel display method was proposed based on multicast communication in which sub-channels not only can be put together to display the composite scene, but also can display different angles of the scene independently. The application results show that this system had better performance in real-time and a better 3D display effect.
AB - In order to solve the real-time visualization problem of a complex environment in acoustic confrontation, a new visual simulation system using graphic processing unit (GPU) programming was developed based on the OpenSceneGraph (OSG) framework. Its architecture and scene organization were designed, and the ocean surface grid was generated using a projection-grid model and fast Fourier transformation method based on GPU; its reflection and refraction effect was realized using texture mapping. The underwater beam, floating particles, and blur effect also were realized, and the high dynamic range (HDR) effect was simulated using post-rendering technology. Three OSG sound nodes were developed based on the FMOD audio engine, which could play 3D object sound, event sound, and background sound. Lastly, a better multi-channel display method was proposed based on multicast communication in which sub-channels not only can be put together to display the composite scene, but also can display different angles of the scene independently. The application results show that this system had better performance in real-time and a better 3D display effect.
KW - Acoustic confrontation
KW - Audio engine
KW - Graphic processing unit (GPU)
KW - High dynamic range (HDR)
KW - Multi-channel
KW - Ocean scene
KW - Visual simulation
UR - http://www.scopus.com/inward/record.url?scp=84860279414&partnerID=8YFLogxK
U2 - 10.3969/j.issn.1006-7043.201104019
DO - 10.3969/j.issn.1006-7043.201104019
M3 - 文章
AN - SCOPUS:84860279414
SN - 1006-7043
VL - 33
SP - 289
EP - 295
JO - Harbin Gongcheng Daxue Xuebao/Journal of Harbin Engineering University
JF - Harbin Gongcheng Daxue Xuebao/Journal of Harbin Engineering University
IS - 3
ER -