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基于NURBS的地形仿真研究 被引量:1

Terrain Simulation Based on NURBS
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摘要 研究虚拟场景地形生成问题,三维真实感地形是虚拟场景中的基础部分,其绘制的速度与逼真效果尤其关键。在Visual C++6.0平台上运用OpenGL绘制NURBS曲面对地形进行仿真,提出了实现地形三维可视化的一种新途径。在一些随机地形场景中,NURBS方法不需要模型的庞大数据量和算法的设计。通过对地形曲面控制点的调节生成不同的曲面形状,然后对曲面进行贴图产生逼真效果。结果表明NURBS方法能够比传统的网格建模方式更好地控制物体表面的曲线度,从而很容易生成各种各样更加生动、逼真的地形。进行实验,表明方法具有快速、高效和可控的特点,通过改变参数能较好地实现地形的真实效果。 Realistic three-dimensional terrain is a fundamental part of the virtual scene, and the rendering speed and realistic effects are particularly critical. With rending NURBS for a terrain simulation by Visual C++ 6.0 and OpenGL, a new approach of three-dimensional terrain visualization is presented in this paper. NURBS method does not require a large amount of model data and algorithm design in some random terrain scene. Different surface shapes can be generated by adjust control points, and then produce realistic results by use surface texture. The results show that NUIIBS is a better way of controling the degree of surface curves than the way of traditional modeling grid, and a variety of vivid and realistic terrains are more easily generated, and this method is fast, simple program, efficient and controllable, and it can achieve better simulation of the terrain by changing the parameters.
作者 张东 黄腾
出处 《计算机仿真》 CSCD 北大核心 2011年第1期298-301,共4页 Computer Simulation
关键词 地形 曲面 模拟 Terrain Surface Simulation
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