期刊文献+

一种视点相关的大规模地形快速实时生成算法 被引量:4

View-dependent real-time rendering algorithm for large-scale terrain
下载PDF
导出
摘要 为了解决大规模地形实时漫游过程中,由于不同细节层次模型之间过渡而引起的图像跳变以及图像绘制帧率不高的问题,提出了自底向上的一次性整体构网,网格节点实时更新的建模策略。运用基于块和三角形面片的混合裁剪模式,结合简化的高度差投影计算方法,快速选取适合的地形节点;然后采用加点、删点、局部更新三种途径对Delaunay地形三角网进行实时更新。同时在地形漫游过程中实现了对高度差投影限的自适应控制。仿真实验表明,该算法有效地避免了图像跳变现象,与同类算法相比,具有较高的图像绘制帧率,特别适合大规模地形的近距离漫游仿真。 During the flyover of large-scale terrain, in order to eliminate the popping effect of switching among levels of detail and to increase the frame rates with high image quality, this paper put forward a new bottom-up modeling strategy, which constructed simplified terrain triangle mesh globally and updated mesh nodes dynamically. Employed hybrid culling technique based on blocks and triangle faces and simplified computing method for screen-space errors to select appropriate terrain nodes rapidly. Then updated the Delaunay terrain mesh by adding nodes, deleting nodes and modifying locally. At the same time achieved self-adaptive control for screen-space error tolerance during the terrain flyover. Results of simulation experiments demonstrate that the algorithm eliminate popping effect effectively, and has a higher frame rate compared with other algorithms. So it is particularly suitable for close-distance flyover simulation of large-scale terrain. terrain
出处 《计算机应用研究》 CSCD 北大核心 2008年第10期3081-3084,共4页 Application Research of Computers
基金 陕西省自然科学基金资助项目(2005F45) 华北水利水电学院高层次人才科研启动项目(001192)
关键词 地形漫游 细节层次 视点相关 不规则三角网 flyover levels of detail(LOD) view-dependent triangulated irregular network(TIN)
  • 相关文献

参考文献11

二级参考文献52

  • 1潘志庚,马小虎,石教英.虚拟环境中多细节层次模型自动生成算法[J].软件学报,1996,7(9):526-531. 被引量:63
  • 2[1]U S Geological Survey National Mapping Division. Standards for Digital Elevation Models[OL]. http://rockyweb.cr.usgs.gov/nmpstds/acrodocs/dem/2DEMO198.PDF, 1998
  • 3[2]P Lindstrom, D Koller, et al. Real-time continuous level of detail rendering of height fields[A]. In: Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, New Orleans, Louisiana, 1996. 109~118
  • 4[3]Mark Duchaineauy, Murray Wolinsky, et al. ROAMing terrain: Real-time optimally adapting meshes[A]. In:Proceedings of IEEE Visualization, Phoenix Arizona, 1997. 81~88
  • 5[4]Stefan Rottger, Wolfgang Heidrich, Philipp Slasallek, et al. Real-time generation of continuous levels of detail for height fields[A]. In: Proceedings of the 6th International Conference in Central Europe on Computer Graphics and Visualization, 1998. 315~322
  • 6[5]Huagues Hoppe. Smooth view-dependant level-of-detail control and its application to terrain rendering. In: Proceedings of IEEE Visualization, Research Triangle Park, Worth Carolina, 1998. 35~42
  • 7[6]Andreas Ogren. Continuous level of detail in real-time terrain rendering[D]. http://www.cs.umu.se/~tdv94aog/ROAM.pdf, 2000
  • 8[7]Jonathan Blow. Terrain rendering at high levels of detail[A]. In:Proceedings of Game Developers' Conference, San Jose, California, http://www.bolt-action.com/papers/gdc2000-final.zip, 2000
  • 9[8]Jonathan Blow. Terrain rendering research for games[A]. In: Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, New Orleans, Louisiana, 2000. Course 39
  • 10Peter Lindstrom, David Koller, William Ribarsky, et al. Real time, continuous level of detail rendering of height fields [A]. Proceedings of SIGGRAPH'96,Los Angeles, Califormia, 1996. 109-- 118.

共引文献110

同被引文献26

  • 1卞海红,王峰.基于三维GIS的地形可视化研究及实现[J].计算机技术与发展,2006,16(7):230-232. 被引量:6
  • 2达来,曾亮,李思昆.基于GPU的地形遮挡剔除算法[J].系统仿真学报,2006,18(11):3165-3167. 被引量:6
  • 3王汝传.用八叉树对三维图形进行处理的算法研究[J].南京邮电学院学报,1997,17(2):65-68. 被引量:8
  • 4周石林 孙茂印 景宁.三维虚拟场景绘制加速技术综述.计算机工程与科学,2008,24(5):74-77.
  • 5聂俊岚,郑鹏,一种基于GPU的遮挡剔除算法改进研究,微机计算信息[J].2009年27期.
  • 6Greene, N., M. Kass, and G. Miller. :Hierarchical Z? Buffer Visibility, Computer Graphics (SIGGR_APH '93 Proceedings). Vol.27, pp. 2317238,1993.
  • 7Zhang Hansong, Dinesh Manocha, Tom Hudson, andKenneth E. Hoff III.: Visibility Culling using Hierarchical Occlusion Maps. Computer Graphics (SIGGRAPH '97 Proceedings),vol. 31, pp.77788,1997.
  • 8BARTZ D., MEISSNER M.,HiiTTNER T.: Extending graphics hardware for occlusion queries in opengl, In Pro- ceedings of the 1998Workshop on Graphics Hardware, pp. 97-104.1998.
  • 9STANEKER D., BAR.TZ D.,STRASSEk W.: OcclusioncuUing in OpenSG PLUS.Computers and Graphics, Vot.28, pp, 87-92, 2004.
  • 10HILLESLAND K., SALOMON B., LASTRA A., MANOCHA D.: Fast and Simple Occlusion C,llllng Using Hardware-Based Depth Queries. Tech. Rep.TR02-039, Department of Computer Science, University of North Carolina - Chapel Hill, Sept. 12 2002.

引证文献4

二级引证文献6

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部