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基于ROAM的大规模地形渲染研究 被引量:1

Research on the Large-Scale Terrain Rendering Based on ROAM
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摘要 针对大规模地形渲染数据量过大的问题,采用ROAM算法进行多分辨率渲染,通过分块地形数据加载,可视区域定位,地形粗糙度和视点位置,对地形进行有选择的细化,提高地形的构建效率。在实时漫游中,通过强制分割和强制合并实时的调整三角网格,从而提高大规模地形帧率。 To solve the problem of massive date in large-scale terrain rendering, introduces an idea of ROAM algorithm in designing muti-resolution rendering. The terrain is detailed selectively according to the blocks loading, visible range location, terrain roughness and view point position,etc. The method improves the efficiency of the terrain rendering. During its realtime roaming, it updates triangle meshes by forcing spliting and forcing merging operations, which can efficiently improve large-scale tertian to high frame rates.
出处 《现代计算机》 2009年第10期68-70,共3页 Modern Computer
关键词 地形渲染 ROAM算法 地形分块 可视区域定位 分割/合并 Terrain Rendering ROAM Algorithm Terrain Parting Visible Range Location Split/Merge
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  • 1Hugues Hoppe. Smooth View-Dependent Level-of-Detail Control and Its Application to Terrain Renderlng[C].//Proc. of IEEE Visualization Conference.[S.l]:IEEE Computer Society Press, 1998:35--42.
  • 2Lindstrom, Peter et al. Real-Time Continuous Level of Detail Rendering of Height Fields. Computer Graphics (Siggraph'96 Conference Proceedings),Vol.30,pp.109-118,1996.
  • 3Mark Duchaineau, Murray Wolinski, David E et al ROAM- ing Terrain: Real-time, Optimally Adapting Meshes[C]// Proc.of IEEE Visualization Conference.IS. 1]:IEEE Computer Society Press, 1997:81-88.
  • 4Ogren A. Continuous Level of Detail in Real-Time Terrain Rendering[D]. Umea, Sweden: Sweden Umea University, 2000.

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