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