摘要
文章提出一种多纹理混合映射算法,即采用多种纹理映射到地形表面的不同区域,根据区域的坡度和高程来确定映射纹理的混合比例,并提出一种快速阴影生成算法以产生阴影效果,来增强绘制三维地形场景的真实感。此外,在绘制中还采用了不同的细节层次,根据离视点的远近确定分辨率的高低,以提高地形场景的绘制速度。这些算法的综合应用,增强了所绘地形场景的真实感,也取得了较好的漫游效果。
In order to enhance the reality of 3D terrain, multiple kinds of texture should be mapped to the different regions of a terrain and the shadow should be rendered. An algorithm is put forward for mapping blend texture, which decides the blending proportion of different texture according to the slope and elevation of a terrain. And an algorithm is presented for quick rendering shadow. Moreover, the LOD is used to increase the rendering speed, where the resolution is determined in terms of the distance between the processed block and the viewpoint. Good results are obtained by applying the above algorithms synthetically.
出处
《合肥工业大学学报(自然科学版)》
CAS
CSCD
北大核心
2008年第6期854-857,共4页
Journal of Hefei University of Technology:Natural Science
基金
国家自然科学基金资助项目(60575023)
高等学校博士学科点专项科研基金资助项目(20050359012)
关键词
细节层次
约束四叉树
混合纹理
阴影
level of detail (LOD)
restricted quadtree
blend-texture
shadow