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基于四叉树剖分的LOD地形绘制算法 被引量:5

A LOD Terrain Rendering Algorithm based on Quad-tree
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摘要 针对三维游戏中室外场景渲染消耗内存大、效率低的问题,提出了一种基于四叉树剖分的LOD(层次细节)地形绘制算法,实现了地形多分辨率网格绘制。采用将共事顶点唯一存储的四叉树网格表示方法,并利用过程纹理合成技术实现地形的多纹理映射,模拟地表多种地貌混合的真实效果。实验结果验证了本文算法在内存占用、绘制速率和真实感上都优于Lindstrom算法。 In order to solve the problem of high ram space cost and low efficiency in outdoor scenery rendering in 3D games, a LOD(Level of Detail) terrain rendering algorithm based on quad-tree was proposed and multi-resolution terrain mesh rendering was realized.A method of quad-tree grid was used which stored sharing vertexes exclusively.The technique of procedural texture synthesis was applied into multi-texture mapping to simulate the real terrain effect including various physiognomies.Experimental results proved that the algorithm is better than Lindstrom's in space,efficiency and reality.
出处 《系统仿真学报》 CAS CSCD 北大核心 2008年第S1期25-28,32,共5页 Journal of System Simulation
基金 中国博士后科学基金资助项目(20070420289) 国家863计划项目(2006AA01Z331) 国家自然科学基金项目(60603084)
关键词 LOD地形 四叉树剖分 共享顶点 过程纹理 LOD terrain quad-tree division sharing vertex procedural texture
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参考文献6

  • 1谭兵,徐青,马东洋.用约束四叉树实现地形的实时多分辨率绘制[J].计算机辅助设计与图形学学报,2003,15(3):270-276. 被引量:35
  • 2王璐锦,唐泽圣.基于分形维数的地表模型多分辨率动态绘制[J].软件学报,2000,11(9):1181-1188. 被引量:20
  • 3Lindstrom P,Koller D,Ribarsky W,et al.Real-time Generation of Continuous Levels of Detail for Height Fields. Proceedings of SIGGRAPH‘96 . 1996
  • 4Peter Lindstrom,Valerio Pascucci.Visualization of large terrains made easy. Proceedings of IEEE Visualization’ 2001 . 2001
  • 5Pajarola R.Large scale terrain visualization using the restricted quadtree triangulation. Proceedings of IEEE Visualization’98 . 1998
  • 6Larsen B and Christensen N.Real-time terrain rendering using smooth hardware optimized level of detail. . 2003

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