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.
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)