摘要
为实现大规模复杂地形的实时绘制,提出1种消除四叉树多分辨率地形裂缝问题的实时优化方法.该方法将不同分辨率过渡区域的地形进行重新构网,并针对飞行仿真距离地面较高、下视角较大的特点对四叉树顶点误差估计和几何光滑过渡算法进行优化,在保证地形准确性的范围内提高计算机实时处理速度.同时,在Vega平台下对某典型飞行训练项目进行仿真并与由LINDSTROM提出的简化公式而制订的解决方案进行比较,结果表明对地形进行优化是1种见效较快的方式.
To implement the real-time rendering of large-scale complex terrain, a real-time optimization method is proposed to eliminate the split for quadtree multi-resolution terrain. The method reconstitutes the triangles in different multi-resolution transition region and optimizes the quadtree vertex error estimation and geometry smooth transition algorithm with the scheme based on the characteristics of higher distance to ground and bigger downwards angle of visibility in flight simulation. The render speed of computer is enhanced while ensuring the veracity condition of the terrain. The simulation on a typical flight training project is done in Vega and compared with the scheme based on the simplified formula solution proposed by LINDSTROM. The result indicates that the optimization on terrain is an efficient way.
出处
《计算机辅助工程》
2008年第3期41-44,共4页
Computer Aided Engineering
关键词
飞行仿真
多分辨率地形
四叉树
实时优化
顶点误差
VEGA
flight simulation
multi-resolution terrain
quadtree
real-time optimization
vertex error
Vega