摘要
论文分析了现有地形简化算法,提出了一种基于地形四叉树实时构建地形多分辨率模型的优化算法,该算法采用分层分块的思想。首先将大规模高程数据进行分块,然后对块内数据按照分辨率的大小分层存储,并给出一种与视点相依赖的对地形节点误差进行评价的方法,在网格的生成中只使用一次四叉树遍历,从而大大提高了渲染速度。
A quadtree-based optimization algorithm for dynamically generation continuous levels of a given complex landscape in real time is developed.In this algorithm,an thought of “partitioning the terrain both spatially and resolution” is applied.It first partitions the large DEM data into some smaller sub-blocks and then stores the data in resolution order in each sub-block,the view-dependent dynamic node error evaluation method is also proposed. Rendering speed is greatly improved by using only one quadtree traversal in mesh generation.
出处
《计算机工程与应用》
CSCD
北大核心
2005年第33期186-188,共3页
Computer Engineering and Applications