摘要
为了探讨适合于虚拟现实中大规模三维地形生成的算法,文章分析了均匀网格算法和ROAM算法的原理及其特点,基于Molehill渲染引擎采用两种不同的算法实施了地形数据的模拟与绘制。实验结果表明,由于ROAM算法可根据视点的位置动态地计算模型的细节层次,减少了每帧渲染多边形的数量,所以,提高了大规模地形数据的运算效率,适合于大规模三维地形场景的虚拟建模需求。
In order to explore large-scale three-dimensional terrain generation algorithm for virtual reality,analysis the principle and the character of uniform mesh terrain generation algorithm and ROAM,using two kind of algorithm basic of Molehill to implement the simulation and draw of terrain data.The experiment result show that ROAM can dynamic calculate the level of detail of model according to the location of view point,reducing the amount of rendering polygon each frame,improving the operational efficiency of large-scale terrain data,meeting the virtual scene modeling demand of large-scale three-dimensional terrain scene.
出处
《计算机与数字工程》
2012年第1期117-118,128,共3页
Computer & Digital Engineering
关键词
虚拟现实
三维地形
网格地形
建模
virtual reality
three-dimensional terrain
mesh terrain
modeling