Government approval of plans to deepen the reform of low-altitude airspace management provides an opportunity for the general aviation. Since flight simulator has played an important role in military and civil aviation and contains advanced technology and professional function, it will be a potential development direction in general aviation. Based on this background, the research subject of the prototype system of amphibious aircraft flight simulation is established. As visualization has great influence on both sense experience and level assessment of simulators, this dissertation mainly focuses on the sub-system of visual simulation in the prototype system, including architecture design and implementation, and key visualization techniques for visual scene. Visualization conforms to three properties of virtual reality and features in general aviation simulation such as high real-time demand, large scene scope, high complexity, special interaction and high performance-cost radio, all arousing greater challenges. The goal of this dissertation is to offer an effective visualization software environment by studying relevant visualization techniques and finally realize the sub-system of visual simulation. In the amphibious aircraft flight simulation, terrain and ocean are two elements of visual scenes. The characteristics of vision and motion of amphibious aircrafts demand higher complexity and more data for terrain scene, so require generating terrain data base proper for flight simulation by preprocessing, and scheduling terrain data effectively to solve the contradiction between huge data and limited memory. Moreover, amphibious aircrafts need not only visualization of ocean surface but also interaction with it, which require ocean surface modeling and interaction method. To solve above three issues, the dissertation studies three aspects including preprocessing and rendering of terrain, real-time scheduling of large-scale terrain data, modeling and interaction simulation of ocean surface. Firstly, terrain data organization should be preprocessed properly for better using in flight scenes. So the idea of holding-boundary terrain with clustering hierarchy structure is proposed for the first time, which contains two definitions of holding vertex and controlling vertex, and one representation of terrain with clustering hierarchy structure. By bringing holding vertex and controlling vertex into mesh simplification, Malex’s fast polygon reduction algorith...
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