摘要
大规模三维室外场景包含大量的几何和纹理数据,给实时渲染带来了一定的难度。讨论基于四叉树结构的LOD地形和圆型天空体渲染方法,并在数据结构、可见性判定、算法实现等方面进行了优化,在此基础上,结合OpenGL和Visual Studio2005等工具进行开发和实验。实验结果表明,该方法能够根据不同的地形分辨率及视野范围,进行裁剪和剔除,有效地提高场景渲染的帧数,满足了实时渲染的要求。
Mass geometric and textural data contained in large-scale 3D outdoor scene brings many difficulties to real-time rendering. This paper introduces level-of-detail terrain and sky dome rendering algorithm based on quadtree structure. The algorithm was optimized in data structure, visibility judgment and implementation in the paper. With the tools of OpenGL and Visual Studio2005, we developed the terrain and sky dome rendering programs and experimented it based on the algorithm. The result of experiment shows that the rendering methods feature in clipping and culling according to different terrain resolutions and perspective distance and increase tips of scene rendering efficiently, satisfy the need of real-time rendering.
出处
《计算机应用与软件》
CSCD
2009年第5期74-76,116,共4页
Computer Applications and Software
基金
上海科委优秀青年教师教研基金项目(B.37-012-07-005)
关键词
室外场景
实时渲染
三维地形
天空体
Outdoor scene Real-time rendering 3D terrain Sky dome