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基于瓦片数据的DEM构建与显示 被引量:3

DEM constructing and rendering based on tiles data structure
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摘要 对于大规模地形而言,地形网格的实时动态绘制速度和质量一直是人们关注的重点。地形漫游在仿真、模拟、虚拟现实、游戏等领域都有广泛的应用。该文在研究多种层次算法的基础上,采用一种地形瓦片重组数据结构的方法实现实时高帧率的绘制大规模地形。分析了地形场景数据管理与实时调度,视相关多层次细节模型与可见性判断以及分层数据组织和瓦片数据绘制等关键问题,并给出了相应的解决方法,改进了视景体裁切重组地形数据的方法。实验结果表明该方法在保持地形逼真的前提下,有很好的绘制网格帧率和实时动态交互效果。 For the large scale terrain data, real-time dynamic rendering terrain meshes has always attracted extensive attention. Terrain walkthrough has been widely used in games, VR, simulations and GIS, etc. A realtime large scale terrain rendering algorithm high frames based on tiles terrain and reconstruction data structure is presented, which relies on thorough research into existing hierarchy algorithms. Some key problems including management and real - time in-and-out scene data, view-dependent LOD model, judging of node visibility, hierarchy data organization and tiles data rendering are mainly analyzed. The solutions corresponding to these problems are also given. Finally, a reconstruction terrain data structure and view frustum culling is improved. Some experiments prove that this method can work well.
作者 马静谨 李强
出处 《测绘工程》 CSCD 2007年第2期27-29,32,共4页 Engineering of Surveying and Mapping
关键词 瓦片数据 细节分层 视相关 视景体裁切 tile data level of detail (LOD) view-dependent view frustum culling
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参考文献5

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