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基于Direct3D的大规模地形渲染技术研究 被引量:2

On large terrain's real-time rending technique based on Direct3D
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摘要 提出了一种基于地形分块管理思想的大规模地形渲染算法——井地算法.该算法将大规模高程地形数据按照一定大小进行分割并存储,根据视点位置和漫游的要求建立5点定位LOD四叉树模型,将以当前渲染的地形数据块为中心的9个(或少于9个)单位地形数据块载入内存.该算法采用Direct3D实现,能有效提升复杂三维场景中大规模地形实时渲染的效率. A method of large terrain' s real-time rending based on partitioning the terrain, which can be named as "JINGDI" algorithm was proposed. In this algorithm, the massive DEM data is parted into unit-block according to the size that is computed in advance. The unit-block data is stored in resolution order, and a "five-point located" LOD mesh model is built according to the viewport position and the ramble requirement. Then ,nine or less than nine unit-blocks of terrain date are loaded into system memory. This method has been implemented with Direct3D and can increase the rendering speed of 3D scenes effectively.
作者 周演 陈天滋
出处 《郑州轻工业学院学报(自然科学版)》 CAS 2008年第6期107-111,共5页 Journal of Zhengzhou University of Light Industry:Natural Science
基金 信息产业部基金项目(2003XK320014)
关键词 大规模地形 层次细节 三维地理信息系统 实时渲染 large terrain level of detail (LOD) 3D GIS real-time render
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