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一种大规模地形的实时绘制算法 被引量:38

A real-time rendering algorithm for large scale terrain
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摘要 提出了一种视点相关的地形连续细节层次 (LoD)模型的实时生成及绘制算法 .该算法采用一种基于四叉树的自顶向下的细分来实时生成地形连续LoD模型 .算法中 ,以屏幕误差的估算值作为细分的依据 ,并实现了基于三角形的细分 .讨论了快速裁剪、地形连续LoD模型的生成、强制分裂、三角形化等地形可视化中的关键问题 .在PⅢ 5 5 0MHz,2 5 6MBRAM ,Geoforce2 5 6的硬件平台上 ,本算法可实现对 4K× 4K个采样点地形的实时漫游 .实验表明 ,本算法具有较低的时间、空间开销 。 A view-dependent algorithm for real-time continuous levels of detail(LoD) of terrain model is presented. Top-down refinement is us ed in this quad-tree based algorithm. In the algorithm, screen-space errors ar e used as refinement criterion and triangles based refinement is implemented. Fa st view-frustum culling, view-dependent refinement based on triangles, force s plitting and triangulation are discussed. Using the algorithm, real-time walkth rough of 4K×4K terrain data is implemented on the platform of PⅢ 550MHz, 256MB RAM and Geoforce256. Experimental results show that the efficiency of algorithm is high on computation and memory and the algorithm supports real-time visuali zation of large scale terrain.
作者 苏虎 周美玉
出处 《武汉大学学报(工学版)》 CAS CSCD 北大核心 2003年第3期81-85,共5页 Engineering Journal of Wuhan University
关键词 四叉树 视点相关 连续LoD 细分 quad-tree view-dependent continuous levels of det ail refinement
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参考文献7

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