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XNA中的一种无限大地形生成方法 被引量:1

On a method of infinite terrain generation in XNA
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摘要 三维真实感地形是虚拟场景中的基础部分,其绘制的速度与质量是构建三维虚拟场景成败的关键。利用Visual Studio 2008和c#语言,以XNA为工具,用中点偏移算法(Midpoint Displace-ment)生成的值与高程数据之间建立相应的映射关系,建立标准的地形高程数据组快速生成了三维网格地形。在渲染过程中利用本方法可以模拟随海拔高度而各异的生态现象。实践证明,用该方法能在普通的PC机上生成有真实感的无限大地形,并能方便的应用到虚拟现实系统中。 Realistic 3D terrain is the foundation of a virtual scene and its rendering speed and quality are the key to the construction of virtual scene.By building a correspondence between Midpoint Displacement value and the height of terrain to create the data array of the Digital Elevation Model,the system was used to draw the 3D mesh terrain based on Visual Studio 2008,c# +and XNA.In the rendering process various ecological phenomena of different altitude zones can be simulated with this method.It turns out that this method can be used to generate infinite realistic terrain and can easily be applied to virtual reality system based on the PC platform.
作者 刘春 范岭
出处 《沈阳航空航天大学学报》 2011年第2期12-15,共4页 Journal of Shenyang Aerospace University
关键词 无限大地形 XNA 中点偏移算法 LOD 多分辨率纹理 HLSL(High LEVEL SHADER Language) 分形 infinite terrain XNA midpoint displacement LOD mipmap HLSL fractal
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