摘要
三角形中点位移法生成三维地形时,会产生裂缝,且计算和渲染的实时性不高,计算机内存利用率低下。文章在三角形中点位移法的基础上,提出层次映射的概念,将递归转化为非递归的分层迭代来处理;用该方法能够较好地解决裂缝以及计算和渲染实时性不高的问题,提高系统的空间利用率,并且通过实验找到位移比率的一些取值范围,在不同的范围内设置位移比率,可以模拟多种不同的地形。
The triangular midpoint-displacement method of generating 3-D terrain which is recursive may produce cracks, and it is inefficient in real-time calculation and rendering as well as memory space utilization. Based on the triangular fractal-displacement method, the concept of level-mapping is introduced and a non-recursive level-iterative method proposed which can significantly improve the speed of real-time calculation and save computer memory space. Through experiment several ranges are specified within which the displacement parameter can be chosen to simulate different kinds of terrain.
出处
《合肥工业大学学报(自然科学版)》
CAS
CSCD
北大核心
2006年第12期1499-1502,1529,共5页
Journal of Hefei University of Technology:Natural Science
基金
国家自然科学基金资助项目(50379003)
关键词
非递归
层次映射
三角形中点位移法
分形地形
non-recursion
level-mapping; triangular midpoint-displacement method; fractal terrain