期刊文献+

基于libMini的动态地形实时渲染算法 被引量:1

A LibMini-based Real-time Algorithm for Dynamic Terrain Rendering
下载PDF
导出
摘要 为了减少地形动态变化时的地形计算时间,满足动态地形实时可视化的需要,在地形渲染库libMini的基础上,依据地形动态变化的局部性特点,以及库中LOD(Level of Detail)算法的具体实现方式,运用局部更新的思想,提出了一种动态地形实时计算和渲染算法。算法避免了在地形动态变化时进行大量重复计算,使得在地形动态变化时所需的计算量大大减少,达到实时渲染要求。实验表明,算法使得局部地形动态变化时地形计算和渲染的时间从秒级降低到毫秒级,可以满足实时渲染要求。 In order to reduce the time of terrain calculation when terrain changes dynamically, and to meet the requirement in real - time visualization of dynamic terrain, an algorithm is proposed for real - time calculating and rendering of dynamic terrain. According to the characteristics of local change to dynamic terrain and based on libMini terrain rendering library and its implementation of LOD (Level of Detail) algorithm, an algorithm is proposed using the idea of partial updating. The algorithm can avoid much reiterating calculation and reduce the calculation dramatically when terrain changes dynamically, thus meeting the requirement of real - time rendering. Experiments show that the time of terrain calculating and rendering is reduced from second - level to millisecond - level when local terrain changes dynamically and can meet real -time rendering requirements.
出处 《计算机仿真》 CSCD 北大核心 2009年第6期246-249,共4页 Computer Simulation
关键词 地形可视化 地形渲染库 层次细节 动态地形 Visualization of terrain LibMini LOD Dynamic terrain
  • 相关文献

参考文献6

  • 1Peter Lindstrom, David Koller, William Ribarsky, Larry F Hodges, Nick Faust and Gregory Turner. Real - time, continuous level of detail rendering of height fields[ C]. Computer Graphics ( Proceedings Siggraph '96), 1996. 109 - 118.
  • 2Hugues Hoppe. Progressive meshes[ C]. Computer Graphics ( Proceedings of Siggraph '96), 1996. 99 - 108.
  • 3Mark Duchaineau, et al. Roaming terrain : Real - time optimally adapting meshes[ C ]. Proceedings of IEEE Visualization' 97, Phoenix, 1997.81 - 88
  • 4张荣华,郑顾平.基于ROAM算法的弹坑实时可视化系统设计[J].系统仿真学报,2006,18(2):511-512. 被引量:3
  • 5Stefan Roettger, Wolfgang Heidrich, Philipp Slusallek and Hans - Peter Seidel. Real - Time Generation of Continuous Levels of Detail for Height Fields[C]. V Skala, editor, Proc. WSCG '98, 1998. 315 -322.
  • 6Ben Discoe. Open - Source Visualization and the Virtual Terrain Project[ M]. Geo:connexion International magazine, May 2005.

二级参考文献8

  • 1Mark Duchaineauy,Murray Wolinsky,et al.Roaming Terrain:Real-Time Optimally Adapting Meshing IEEE Visualization'97 Proceeding [EB/OL].1997.http://www.vterrain.org
  • 2Hoppe H.Progressive meshes ACM SIGGRAPH 1996,99-108.[EB/OL].http://research.microsoft.com/~hoppe/#pm
  • 3Huagues Hoppe.Smooth View-Dependant Level-of-Detail and it's Application to Terrain Rendering IEEE Visualization'98 Proceeding [EB/OL].http://research.microsoft.com/~hoppe/
  • 4Yefei He,J Cremer,Y Papelis.Real-time Extendible-resolution Display of On-line Dynamic Terrain [C]//In Proceedings of Graphics Interface 2002,May 27-29,Calgary,Alberta.
  • 5Commercial Terrain Visualization Software Product Information,Dynamic Terrain Core [EB/OL].http://www.tec.army.mil/ TD/tvd/ survey/Dynamic_Terrain_Core.html
  • 6Sense8 Corporation,WorldToolKit Release 8 [K].Technical Overview,February 1998.
  • 7Sense8 Corporation,WorldToolKit Release 8 [K].Reference Manual,February 1998.
  • 8张荣华,李凤霞.复杂战场环境中动态地形的表示及可视化技术研究[J].计算机工程与应用,2003,39(34):70-72. 被引量:7

共引文献2

同被引文献16

  • 1Yotam Livny,Neta Sokolovsky,Tal Grinshpoun,Jihad El-Sana.A GPU persistent grid mapping for terrain rendering[J].The Visual Computer.2008(2)
  • 2Bo¨sch J,Goswami P,Pajarola R.RASTeR: Simple and effi- cient terrain rendering on the GPU[].Proc EUROGRAPH- ICS Mar-Apr.32009
  • 3Bhattacharjee S,Patidar S,Narayanan P J.Real-time renderingand manipulation of large terrains[].Proceedings of IndianGraphics&Image Processing.2008
  • 4Pilar Herrero,Angelica de Antonio.A FORMAL AWARENESSMODEL For 3D WEB-BASED COLLABORATIVE ENVIRONMENTS[]..2000
  • 5Mark Duchaineau,Murray Wolinsky,David E Sigeti,et al.ROAMing Terrain: Real-time Optimally Adapting Meshes[].Proceedings of the Conference on Visualization ’.1997
  • 6Rottger Stefan,Heidrich Wolfgang,Slasallek Philipp,et al.Real-time generation of continuous levels of detail for height fields[].Proceedings of the th International Conference in Central Europe on Computer Graphics and Visualization.1998
  • 7Thatcher Ulrich.Rendering massive terrains using chunked levelof detail control[].Computer Graphics.2002
  • 8Losasso,F,Hoppe,H.Geometry Clipmaps: Terrain Rendering Using Nested Regular Grids[].ACM Transactions on Graphics.2004
  • 9Lindstrom P,Pascucci V.Terrain simplification simplified: A general framework for view-dependent out-of-core visualization[].IEEE Transactions on Visualization and Computer Graphics.2002
  • 10Peter Lindstrom,David Koller,William Ribarsky,et al.Real-Time, Continuous Level of Detail Rendering of Height Fields[].Proceedings of SIGGRAPH Computer Graphics Proceedings Annual Conference Series.1996

引证文献1

二级引证文献2

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