摘要
虚拟战场仿真中,对大规模地形进行实时、逼真的绘制是个关键问题。在ROME算法的基础上采用了基于视点的连续LOD优化算法,通过对大规模地行进行预分块,采用投影三角形扫描算法实现快速裁剪,较大的减少了实际需要绘制的网格数据量,提高了运算速度,在实时性方面有了较大的改进。对于不同等级网格边界间的裂缝问题,采用ROME算法中的基于二元三角形的强制分割方法消除。实验结果表明,算法运行结果良好,在普通PC机上实现了动态的具有连续细节层次的大规模地形实时漫游。算法简单实用,地形渲染后的视觉效果良好。
Real - time and visibility rendering of large terrain is a sixty - four - dollar question in battlefield simulation. This paper takes the methods of view - dependent continuous level of detail based on ROME method, and based on block and the projection of the view frustum on X - Y plane to realize fast clipping. It declines much data sets in performance, enhances the computing speed and makes a big improvement in real - time rendering of terrain. Triangle bintree - based splitting method was used for crack elimination. The experiment's result indicates that the result of this method is well. Real - time walkthrough of large scale terrain with dynamic continuous level of detail is realized in general PC. the algorithm is simple and practical, and the visibility of terrain rendering is well.
出处
《计算机仿真》
CSCD
北大核心
2009年第2期252-255,共4页
Computer Simulation
基金
国家自然基金资助项目(60473141)
关键词
二元三角树
连续层次细节
视见体裁剪
可见性判断
Triangle bintree
Continuous level of detail
View frustum culling
Visiblility judgment