Seabed scene simulation and its realization in extending Vega

Zhi-ming Song , Feng-ju Kang , Kai Tang , Yan-jun Chu

Journal of Marine Science and Application ›› 2003, Vol. 2 ›› Issue (2) : 40 -45.

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Journal of Marine Science and Application ›› 2003, Vol. 2 ›› Issue (2) : 40 -45. DOI: 10.1007/BF02918662
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Seabed scene simulation and its realization in extending Vega

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Abstract

Realistic simulation of underwater scene is always difficult because of the special and complex vision effects in underwater space. Seabed is an important part of underwater environment. This paper describes the methods for seabed scene simulation based on OpenGL. It includes construction of fluctuant terrain based on the random sinusoidal algorithm, simulation of seabed flicker effect by means of circular texture mapping and generation of turbidity effect by using fog techniques. For the application based on the leading high level 3D development environment — Vega, underwater scene simulation is still a difficulty since there is no module for it. Based on the analysis of Vega software and the research on seabed scene simulation methods, a Vega extending module named “Underwater Space” was created through developing module class and extending lynx interface. The module class was designed through developing DLL written in C + +. The Lynx was extended through developing keyword configure file, GUI configure file and lynx plug-in DLL. The problem that Vega can’t simulate underwater space, is elementarily resolved. The results show that this module is efficient, easy using, and the seabed scene images are vivid.

Keywords

scene simulation / seabed / OpenGL / Vega module / circular texture / fog / flicker / turbidity

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Zhi-ming Song, Feng-ju Kang, Kai Tang, Yan-jun Chu. Seabed scene simulation and its realization in extending Vega. Journal of Marine Science and Application, 2003, 2(2): 40-45 DOI:10.1007/BF02918662

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