摘要
MIPMapping技术是纹理映射中一种有效的纹理反走样技术。但是MIPMapping只是根据被渲染区域的大小来选择相应分辨率的纹理,在初始化的时候必须把所有的纹理细节层次调入内存,这种情况下会降低计算机的效率。提出了一种基于视点的三维地图控制方法,根据与视点相关的渲染区域大小以及视觉重要度来选择相应分辨率的纹理。试验证明该方法在不降低显示质量的同时能有效减少纹理的渲染量,提高了计算效率。
MIP Mapping technique is very efficient for anti-aliasing in texture mapping, But as a conventional method, MIP Mapping selects the appropriate resolution texture according to the rendered sizes only, so at the initiation all levels of textures are loaded on the memory, which can reduce the efficiency of computer. When displaying large 3D urban maps, sometimes the lowest resolution texture is enough. To solve this problem, a view-based method of controlling texture on 3D maps was proposed. The appropriate texture level was decided mainly according to two criteria, One was rendered sizes with viewpoint, The other was the importance of the texture on view. The test results show that the developed method can improve computing efficiency.
出处
《计算机应用》
CSCD
北大核心
2006年第11期2719-2720,2726,共3页
journal of Computer Applications
基金
高等学校优秀青年教师教学科研奖励计划基金项目(教育部人事司2001-182)
海军工程大学科学研究基金项目(E305)
关键词
纹理层次细节
视点
多分辨率
多层次细节模型
level of detail texture
viewpoint
multi-resolution
Level of Detail(LOD)