Download Visualizing Radar Signatures
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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 3/56