期刊文献+

虚拟森林公园系统建模的方法研究与实现

ON MODELLING VIRTUAL FOREST PARK AND ITS IMPLEMENTATION
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摘要 树木建模的几何复杂性,决定了在建模中要使用一定数量的多边形,才能将树木的树叶以及枝干真实自然的表现,大量多边形的实时渲染,势必会影响显示的速率以及交互效果。在分析各种对象建模方法的基础上,重点讨论了虚拟森林公园系统场景中地形和植被建模的方法,提出了对大面积的树木建模的快速有效的方法。采用这种建模方式建立的虚拟森林公园系统,在保证了树木的基本形态的前提下大大减少了多边形数。实验结果表明,这种建模方法较好地解决了场景真实感和显示帧率之间的矛盾。 The geometric complexity in tree modelling makes the modelling has to employ quite a few polygons for reflecting really and naturally the branches and leaves of a tree, but large amount of polygons' real-time rendering will no doubt affect display speed and interactive effect. A rapid and applicable approach for modelling a mass area of trees is presented in this paper based on analysing several modelling methods and discussing in emphasis the methods of terrain and vegetation modelling in the scene of virtual forest park system. By taking this approach, the virtual forest park system set up ensures the essential pattern of tree while greatly reduces the numbers of polygons. Experimental results show that this modelling approach has preferably solved the conflict between higher display frame rate and real scenario.
出处 《计算机应用与软件》 CSCD 2010年第3期58-61,共4页 Computer Applications and Software
基金 国家高技术研究发展计划项目(2006AA10Z232)
关键词 虚拟现实 植物建模 地形建模 贴图 Virtual Reality Plants Modelling Terrain Modelling Map
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