摘要
研究了基于OPENGL的树木生成算法与树木场景渲染模式,针对自然界中的植被场景中植物的三维建模难以实现高效、快速、准确的实时渲染的难题,为改善树木形态结构建模与实时渲染的效果和速度,提出了一种面向GPU的针对叶簇的渲染架构,给出了树木建模与渲染的具体实现算法,并完成了三维替代物渲染技术,结合叶簇不同形态,采用基于几何模型的枝干渲染和基于2.5维替代物的叶簇渲染,较大地提升了视觉效果的真实性,使树木建模与实时渲染效率和准确性均得到明显提高。仿真结果表明,树木场景渲染实现模式能够较好的满足图像处理需求。
This paper studies the tree generation algorithm based on OPENGL, including the tree generation process, the model file storage structure and real - time rendering of trees and modeling. Aimed at the problem of three - dimensional modeling for the plant vegetation in the scene , in order to improve the morphological structure moleling of the trees, a more detailed description of the trees and the scene modeling analysis and implementation process of tree rendering are presented. A specific algorithm for modeling and rendering of trees is presents based on the geometric model and 2.5 - dimensional rendering branches alternative rendering of the foliage, to enhance the the authenticity of visual effects, so that the trees modeling and real - time rendering are more efficient.
出处
《计算机仿真》
CSCD
北大核心
2010年第5期231-234,256,共5页
Computer Simulation
关键词
场景渲染
生成算法
几何模型
Scene rendering
Generating algorithm
Geometric model