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一种基于四叉树的大规模地形实时生成算法 被引量:11

A Quadtree-based and Real-time Generation Algorithm for Large Scale Terrain
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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
关键词 细节层次模型 四叉树视相关 多分辨率地形模型 level of detail, quadtree,view-dependent, multiresolution terrain model
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  • 1Mark Duchaineau,Murray Wolinski,David E Sigeti et al. ROAMing Terrain: Real-time, Optimally Adapting Meshes[C].In: Proceedings of the Conference on Visualization '97,1997:81~88.
  • 20gren A.Continuous level of detail in real-time terrain rendering[D].Sweden: Sweden Umea University,2000.
  • 3Louis Castle,Jonathan Lanier,James McNeill.Real-time continuous level of detail(LOD )for PCs and Consoles Technical Presentation GDC.2000.
  • 4张剑波,刘修国,吴信才.线性四叉树在基于LoD的地表模型绘制中的应用[J].计算机工程与应用,2002,38(8):46-47. 被引量:6

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