期刊文献+

一种基于kd树的实时大规模地形可视化算法 被引量:4

A Real-time Huge Terrain Visualization Algorithm Based on kd-tree
下载PDF
导出
摘要 大地形实时可视化在GIS、虚拟现实、仿真、游戏等领域有大量应用。对已有算法进行综合和改进,提出了一种简单、快速的实时大规模三维地形绘制算法。该算法主要包括:对所有数据进行空间分块(tile);块内采用改进后的kd树进行进一步空间剖分;方便三维数据交互显示操作的"静态池"和"动态池"数据结构;针对海量数据的外部存储(out-of-core)技术;加速OpenGL的优化方法等。算法运行良好,在微机上达到较高的帧率和较好的显示效果。 Real-time visualization of huge 3D terrain has been used a lot in GIS,VR,simulation and games.Base on previous algorithms,a easy and fast real-time huge 3D terrain rendering algorithm are desiged.This algorithm contains:partioning the space in tiles;portioning deeply in-tile by a modified kd-tree;"static pool" and "dynamic pool" data structure for better 3D interaction;out-of-core technology for huge data;accelerating OpenGL methods.As a result,algorithm achieves a high FPS and a good visual effect.
出处 《科学技术与工程》 北大核心 2012年第2期338-341,357,共5页 Science Technology and Engineering
基金 国家自然科学基金重点项目(60736024) 广州市科技支撑计划(2009Z2-D161)资助
关键词 三维地形 KD树 外部存储算法 OPENGL 分块 3D terrain kd-tree out-of-core OpenGL tiled
  • 相关文献

参考文献8

  • 1Lindstrom P, Koller D, Ribarsky W, et al. Real-time, continuous level of detail rendering of height fields: Proceedings of ACMSIG- GRAPH, 1996. [S.l.]:[s.n.], 1996:109-118.
  • 2Hoppe H. Smooth view - dependent level - of - detail control and its application to terrain rendering: SIGGRAPH, 1997. Los Angeles: Siggraph, 1997:189-198.
  • 3Kand Y, Lee T, Yang S, et al. A fast digital terrain simpli? cation algorithm with a partitioning method: Proceedings of HPC, 2000. [S. l. ] :[s.n. ], 2000:613-618.
  • 4Vaneccek P, Kolingerova I. Fast delaunay stripification. Proceedings of the 19th spring conference on Computer graphics, 2003. [ S. l. ] : [ s. n. ], 2003 : 24-26.
  • 5苏虎,周美玉.一种大规模地形的实时绘制算法[J].武汉大学学报(工学版),2003,36(3):81-85. 被引量:37
  • 6Pajarola R. Efficient data structures. In:Ed. Gross M, Pfister H. Point-Based Graphics. UK: Zlsevier Inc, 2007 : 152-154.
  • 7王源,刘建永,江南,俞高宇.视点相关实时LoD地形模型动态构网算法[J].测绘学报,2003,32(1):47-52. 被引量:40
  • 8Palacios-Velez O, Baltasar C R. A dynamic hierarchical subdivision algorithm for computing delaunay triangulations and other closest-point problems. ACM Transactions on Mathematical Software, 1990; 16 (3) : 275-292.

二级参考文献9

  • 1Peter Lindstrom, David Koller, William Ribarsky, et al. Real time, continuous level of detail rendering of height fields [A]. Proceedings of SIGGRAPH'96,Los Angeles, Califormia, 1996. 109-- 118.
  • 2Mark Duchaineau, Murray Wolinsky, David E Sigeti, et al. ROAMing terrain: real time optimally adapting meshes[A]. IEEE Visualization' 97 Proceedings, 1997. 81--88.
  • 3Huagues Hoppe. Smooth view dependant level-of-detail control and its application to terrain rendering[A]. IEEE Visualization 1998 Proceedings, 1998.35--42.
  • 4Peter Lindstrom, Valerio Pascucci. Visualization of large terrains made easy [A]. IEEE Visualization 2001 Proceedings, 2001. 363--370.
  • 5Stefan Rottger, Wolfgang Heidrich, Philipp Slusallek, Hans-Peter Seidel. Real-time generation of continuous levels of detail for height fields [A]. Proceedings of the 6th International Conference in Central Europe on Computer Graphics and Visualization,1998. 315--322.
  • 6David Cline, Parris K Egbert. Terrain decimation through quadtree morphing[J]. IEEE Transactionson Visualization and Computer Graphics, 2001,7 ( 1 ) :62--69.
  • 7Renato Pajarola. Large scale terrain visualization using the restricted quadtree triangulation[A]. IEEE Visualization 1998 proceedings, 1998.
  • 8王宏武,董士海.一个与视点相关的动态多分辨率地形模型[J].计算机辅助设计与图形学学报,2000,12(8):575-579. 被引量:72
  • 9陈刚,夏青,万刚.地形RSG模型的动态构网算法[J].测绘学报,2002,31(1):44-48. 被引量:4

共引文献74

同被引文献27

引证文献4

二级引证文献13

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部