Flight Simulation Advisor: Hans de Nivelle Team: Alisher - - PowerPoint PPT Presentation

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Flight Simulation Advisor: Hans de Nivelle Team: Alisher - - PowerPoint PPT Presentation

Flight Simulation Advisor: Hans de Nivelle Team: Alisher Shakhiyev, Alen German, Auyez Zhumashev The project Components Language & libraries 3D physics simulation C++ 3D graphics SFML 3D terrain (landscape)


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SLIDE 1

Flight Simulation

Advisor: Hans de Nivelle Team: Alisher Shakhiyev, Alen German, Auyez Zhumashev

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SLIDE 2

The project

Components

  • 3D physics simulation
  • 3D graphics
  • 3D terrain (landscape)
  • Collision detection

Language & libraries

  • C++
  • SFML
  • OpenGL
  • GLM

Purpose

  • For the sake of learning
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SLIDE 3

3D Graphics

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SLIDE 4

Physics from 2D to 3D, Airfoil Segmentation

  • Root and tip sections have different velocities when the

plane rotates.

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SLIDE 5

Physics from 2D to 3D, Inertia Matrix

  • In 2D inertia is a scalar.
  • In 3D inertia is a 3x3 matrix.

[1]

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SLIDE 6

Physics from 2D to 3D, Inertia Matrix

[1]

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SLIDE 7

Wheels in 3D

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SLIDE 8

Wheels in 3D

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SLIDE 9

3D Graphics

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SLIDE 10

3D Graphics

  • Terrain is rendered using heightmap
  • Different levels of detail based on distance
  • Terrain is textured using splatmap
  • Deferred rendering
  • 3D objects are loaded from AC3D file format
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SLIDE 11

Quadtree neighbor retrieval

  • Problem

○ Is a leaf node’s neighboring node smaller?

  • Assumption

○ Neighbor is either 2 times smaller, 2 times bigger, or of the same size.

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SLIDE 12

Quadtree neighbor retrieval

  • Victorbush’s solution [2]

○ Take a pos at the edge of a node ○ Add some ε ○ DFS for a node that contains the position

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SLIDE 13

Quadtree neighbor retrieval

  • Our solution

○ Do a breadth first traversal from largest node down to leaf nodes. ○ Set neighbors of children along the way.

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SLIDE 14

Quadtree neighbor retrieval

  • Our solution

○ Do a breadth first traversal from largest node down to leaf nodes. ○ Set neighbors of children along the way.

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SLIDE 15

Quadtree neighbor retrieval

  • Our solution

○ Do a breadth first traversal from largest node down to leaf nodes. ○ Set neighbors of children along the way.

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SLIDE 16

Quadtree neighbor retrieval

  • Our solution

○ Do a breadth first traversal from largest node down to leaf nodes. ○ Set neighbors of children along the way.

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SLIDE 17

Quadtree neighbor retrieval

  • Our solution

○ Do a breadth first traversal from largest node down to leaf nodes. ○ Set neighbors of children along the way. ○ Larger leaf nodes don’t know smaller neighbors. ○ Smaller neighbors know larger neighbors.

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SLIDE 18

Quadtree neighbor retrieval

  • Our solution

○ Do a breadth first traversal from largest node down to leaf nodes. ○ Set neighbors of children along the way. ○ Larger leaf nodes don’t know smaller neighbors. ○ Smaller neighbors know larger neighbors.

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SLIDE 19

Quadtree neighbor retrieval

  • Victorbush’s solution [2]

○ DFS for every leaf node

  • Our solution

○ 1 breadth first traversal

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SLIDE 20

References

1) Moment of inertia wiki page: https://en.wikipedia.org/wiki/Moment_of_inertia 2) Victorbush, Tessellated Terrain Rendering with Dynamic LOD: https://victorbush.com/2015/01/tessellated-terrain/

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SLIDE 21
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SLIDE 22

Clouds

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SLIDE 23

Atmospheric Scattering

  • Transmittance - the ratio of light that reaches the eye.
  • Light_eye = T(extinction_coeff, distance)
  • Transmittance is given by Lambert-Beer law
  • T(σ, d) = exp(-σ * d)
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SLIDE 24

Atmospheric Scattering

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SLIDE 25

Atmospheric Scattering

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SLIDE 26

Atmospheric Scattering