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论文中文题名:

 三维地质构造建模    

姓名:

 狄效儒    

学号:

 20070320    

保密级别:

 公开    

学科代码:

 081202    

学科名称:

 计算机软件与理论    

学生类型:

 硕士    

学位年度:

 2012    

院系:

 计算机科学与技术学院    

专业:

 计算机科学与技术    

第一导师姓名:

 张群会    

论文外文题名:

 3D Geologic Structure Modeling    

论文中文关键词:

 构造建模 ; 三维可视化 ; 无缝融合 ; 体渲染 ; 网格变形    

论文外文关键词:

 Structural Modeling ; 3D Visual ; Seamless Integration ; Volume Rendering ; Mesh Deforma    

论文中文摘要:
本文研究了油藏三维地质构造建模中的一些关键技术。论文以角点网作为基本数据结构,论述了三维可视化、带断层的交互式三维地质建模软件开发的设计方案。 本文的主要工作有: (1) 研究了断层建模及带断层的地层建模方法;采用先进的角点网格技术实现了断层绑定,用变形的四边形网格描述断层展布,极大的简化了数据管理,为后期油藏属性建模提供了更高质量的空间信息。 (2) 本文将空间插值算法,用于网格均匀变形技术中,实现了角点网格的断层吸附与均匀变形效果,避免了使用偏微分方程迭代计算速度慢、变形不合理的问题。 (3) 论述了三维高级渲染相关原理与实现方法。本文采用改进的基于视点的预渲染技术,使用着色语言(GLSL),使得等值线等矢量数据与面数据无缝融合。研究了基于光线投射算法的基本原理,实现了硬件加速的标准体绘制、光照体绘制,方便用户实时观测数据的全局信息。 (4) 论述了三维交互的相关理论。本文研究了场景漫游、相交测试方法拾取面、线对象的原理,并给出了实现方法。使用自定义变形函数方法,实现了三维实时编辑功能。
论文外文摘要:
This paper discusses the key technology of 3D geological modeling software designing.Based on corner-point grids,the paper discusses the design of 3D visual & interactivegeological modeling software with fault handing. This paper mainly comprises parts as following: (1) The paper researches on the fault modeling and stratigraphic modeling with fault.By using advanced corner-point grids technology to bind fault in corner-point,and describingfault distribution with deformed quadrilateral mesh,it greatly simplifies data management,and provides a higher quality of spatial information for the reservoir property modeling in the future. (2) The paper applies spatial interpolation method to mesh deformation,so as to generate gradient corner point grids which have adsorption effect to fault data,and avoid the slow iteration calculation and unreasonable deformation result by using partial differential equations method. (3) The paper discusses the relevant principles and implementation method of the advanced 3D rendering.It has achieved seamless integration between contours and layer by using an improved pre-rendering texture technology based on views with high-level shading language(GLSL).It also discusses the volume rendering theory based on ray-casting algorithm,implements both standard and lighting volume rendering with hardware-acceleration,which is much more convenient for the users to observe global data information in real-time. (4) The paper discusses the theory of 3D interaction.After researching on the theory of scenarios roaming,the ray intersection testing method to pick surface and line objects,the paper then gives implementation methods. It realizes flexible 3D real-time editing by using the method of user- defined deformation function.
中图分类号:

 TP39    

开放日期:

 2012-06-19    

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