Download Visualizing Radar Signatures

Transcript
Table of contents
Abstract.................................................................................................................................................1
Preface.................................................................................................................................................. 2
Table of contents.................................................................................................................................. 3
Table of figures.....................................................................................................................................5
Table of tables...................................................................................................................................... 6
1 Introduction....................................................................................................................................... 7
1.1 Background................................................................................................................................7
1.2 Purpose.......................................................................................................................................7
1.3 Further requirements and considerations...................................................................................7
2 Theory................................................................................................................................................9
2.1 Radar..........................................................................................................................................9
2.1.1 Radar Cross Section........................................................................................................... 9
2.1.2 Inverse Synthetic Aperture Radar...................................................................................... 9
2.1.3 Stealth.................................................................................................................................9
2.1.3 Detection distances.......................................................................................................... 10
2.2 Computer graphics...................................................................................................................10
2.2.1 Local coordinate space.....................................................................................................10
2.2.2 World coordinate space....................................................................................................11
2.2.3 View space....................................................................................................................... 11
2.2.4 3D screen space................................................................................................................12
2.2.5 Local reflection models....................................................................................................14
2.2.6 Gouraud shading.............................................................................................................. 15
2.2.7 Phong shading.................................................................................................................. 16
2.2.8 Generating vertex normals............................................................................................... 16
2.2.9 Vertex Shaders................................................................................................................. 17
2.2.10 Fragment Shaders...........................................................................................................17
2.3 Interpolation.............................................................................................................................17
2.3.1 Nearest neighbor.............................................................................................................. 17
2.3.2 Linear interpolation..........................................................................................................17
2.3.3 Cubic spline interpolation................................................................................................ 18
3 The Method..................................................................................................................................... 19
3.1 Spherical Displacement........................................................................................................... 19
3.2 Scaling..................................................................................................................................... 19
3.3 Visualizing Specification Data................................................................................................ 20
3.4 Generate high quality visualization......................................................................................... 22
3.5 Tools, languages and maintainability .................................................................................... 22
4 Implementation................................................................................................................................24
4.1 Application Design.................................................................................................................. 24
4.2 Rendering Techniques............................................................................................................. 28
4.4 Program Comments................................................................................................................. 29
4.4.1 Optimizations................................................................................................................... 29
4.4.2 Interpolation..................................................................................................................... 29
4.4.3 Sphere Generator..............................................................................................................30
4.4.4 Vertex Normals with Edge Preservation..........................................................................32
4.4.5 Specification Sectors........................................................................................................33
4.4.6 Elliptical Sectors.............................................................................................................. 34
4.4.7 Rendering with Vertex Buffer Objects in OpenGL......................................................... 35
4.4.8 The vertex shader............................................................................................................. 36
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