期刊文献+

基于区块自适应网格的全球地形快速绘制算法 被引量:2

Global Terrain Rendering Algorithm Based on Block Adaption Mesh
原文传递
导出
摘要 在基于球面剖分的全球地形数据组织模型基础上,实现了一种视点相关的全球地形数据快速调度与可视化的算法。提出了一种基于区块纹理分辨率的自适应目标层次模型提取方法,能够快速准确地得到视点相关的正确细节模型,且算法的时间空间复杂度与全球地形模型的数据量无关。进而通过利用区块结构的一致性进行高效的外存数据调度,尽可能地减少了系统I/O带来的性能瓶颈,在实现数据重利用的同时很好地管理了内存消耗。实验表明,基于该算法可以实现全球地形的高效绘制,并且对硬件配置要求很低,具有很好的实用性。 An efficient method for out-of-core global terrain rendering was realized based on a spherical-block data model. Firstly, an adaption LOD selection algorithm was proposed based on block resolution, whose complexity was independent of the amount of global terrain data. Then, an efficient out-of-core strategy was employed to reduce the I/O workload, which took advantage of the coherency of the block structure. With regard to the performance, it remains favourable compared to current other approaches, while does not rely on the powerful graphic hardware.
出处 《系统仿真学报》 CAS CSCD 北大核心 2012年第1期146-149,共4页 Journal of System Simulation
基金 国家自然科学基金(61070140)
关键词 连续区块层次细节模型 视点相关 基于外存的数据调度 地形绘制 block-based continuous LOD view dependent out-of-core terrain rendering
  • 相关文献

参考文献7

  • 1M A Duchaineau, M Wolinsky, D E Sigeti, M C Miller, C Aldrich, M B Mineev-Weinstein. ROAMing terrain: Real-time optimally adapting meshes [C]// Proceedings IEEE Visualization '97. USA: IEEE, October 1997: 81-88.
  • 2H Hoppe. Smooth view-dependent level-of-detail control and its applications to terrain rendering [C]//IEEE Visualization '98 Conf.. USA: IEEE, 1998: 35-42.
  • 3P Lindstrom, V Pascucci. Visualization of large terrains made easy [C]//Proc. IEEE Visualization 2001. USA: IEEE Press, October 2001: 363-370, 574.
  • 4R Pajarola. Overview of quadtree based terrain triangulation and visualization. [R]. University of California Irvine, USA: Information & Computer Science, 2002.
  • 5Cignoni P, Ganovelli F, Gobbetti E, Marton F, Ponehio F, Scopigno R. Planet-Sized Batehed Dynamic Adaptive Meshes (P-BDAM) [C]// Proceedings of the 14th IEEE Visualization Washington, DC, USA, 2003. USA: IEEE, 2003: 147-154.
  • 6Filip Strugar. Continuous Distance Dependent Level of Detail for Rendering Heightmaps (CDLOD) [J]. Journal of Graphics GPU Game Tools (S2151237X), 2010, 14(7): 57-74.
  • 7左志权,陈媛.TB级地形数据实时漫游核心算法研究[J].中国图象图形学报,2010,15(9):1411-1415. 被引量:12

二级参考文献10

共引文献11

同被引文献11

引证文献2

二级引证文献1

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部