期刊文献+

基于遥感数据的选线三维地理环境建模方法 被引量:4

To Establish Three-Dimensional Geological Environment Mould for Route Selection Based on Remote Sensing Digitals
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摘要 遥感技术、数字摄影测量技术可以快速获取选线区域的数字高程模型和影像数据,结合计算机图形学、科学计算可视化快速建立虚拟选线系统的三维真实地理环境,从而在该三维环境中进行选线设计。针对虚拟环境铁路选线系统大规模地形的特点,给出一个与视点相关、视线方向相关、地形起伏幅度相关、格网最小间距相关的连续多分辨率简化网格模型,克服拼接裂缝问题,实现基于四叉树的动态多分辨率三维地形实时显示与漫游。试验结果表明,该方法可以很好地满足虚拟环境选线系统大规模三维地形可视化和实时漫游的要求。
出处 《铁道标准设计》 2006年第z1期208-212,共5页 Railway Standard Design
基金 国家自然科学基金项目:基于GIS的虚拟环境选线系统智能环境建模方法及应用(50278082)
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参考文献6

  • 1张永生.遥感图像信息系统[M].北京:科学出版社,2000.4-14.
  • 2[3]Chen B.LOD-sprite technique for accelerated terrain rendering[C].Proceedings of IEEE Visualization'99,1999.291-298.
  • 3[4]Mark Dmamineau,Murray Wulinski,David E Sigeti el a1.ROAMingTerrain:Real-lime,ptionally Adapting Meshes[C].In:Proceedings of the conference on visualization'97,1997:81-88.
  • 4[5]Ogren A.Continuous level of detail in real-lime terrain rendering[D].Sweden:Sweden Umea University,2000.
  • 5赵友兵,石教英,周骥,潘志庚.一种大规模地形的快速漫游算法[J].计算机辅助设计与图形学学报,2002,14(7):624-628. 被引量:60
  • 6[7]Ames W.Real-time terrain rendering and scene graph management[R].Boston College Computer Science Department,2002.

二级参考文献8

  • 1[1]U S Geological Survey National Mapping Division. Standards for Digital Elevation Models[OL]. http://rockyweb.cr.usgs.gov/nmpstds/acrodocs/dem/2DEMO198.PDF, 1998
  • 2[2]P Lindstrom, D Koller, et al. Real-time continuous level of detail rendering of height fields[A]. In: Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, New Orleans, Louisiana, 1996. 109~118
  • 3[3]Mark Duchaineauy, Murray Wolinsky, et al. ROAMing terrain: Real-time optimally adapting meshes[A]. In:Proceedings of IEEE Visualization, Phoenix Arizona, 1997. 81~88
  • 4[4]Stefan Rottger, Wolfgang Heidrich, Philipp Slasallek, et al. Real-time generation of continuous levels of detail for height fields[A]. In: Proceedings of the 6th International Conference in Central Europe on Computer Graphics and Visualization, 1998. 315~322
  • 5[5]Huagues Hoppe. Smooth view-dependant level-of-detail control and its application to terrain rendering. In: Proceedings of IEEE Visualization, Research Triangle Park, Worth Carolina, 1998. 35~42
  • 6[6]Andreas Ogren. Continuous level of detail in real-time terrain rendering[D]. http://www.cs.umu.se/~tdv94aog/ROAM.pdf, 2000
  • 7[7]Jonathan Blow. Terrain rendering at high levels of detail[A]. In:Proceedings of Game Developers' Conference, San Jose, California, http://www.bolt-action.com/papers/gdc2000-final.zip, 2000
  • 8[8]Jonathan Blow. Terrain rendering research for games[A]. In: Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, New Orleans, Louisiana, 2000. Course 39

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