期刊文献+

基于改进的LOD模型算法三维场景建模 被引量:2

Three-dimensional Scene Modeling Based on the Improved Algorithm of the Model
下载PDF
导出
摘要 图形渲染速度目前已成为复杂场景漫游的主要瓶颈,为满足漫游系统的实时性需求,在详细分析传统LOD模型算法的基础上,提出了模型差值信息渐增的改进思想,解决了传统LOD模型算法中存在的重复渲染和多次建模的问题,减少了数据冗余,进一步提高了虚拟场景的漫游速度。 graphics rendering speed has become the main bottleneck in complex scene roaming, roaming system to meet the requirement of real-time, in a detailed analysis of the traditional models based on algorithms, proposes the model difference information incremental improvement ideas, to solve the traditional algorithm in duplicate rendering and multiple modeling problems, reduce the data redundancy, to further improve the virtual scene roaming velocity.
作者 柴继贵
出处 《科技通报》 北大核心 2012年第4期67-69,共3页 Bulletin of Science and Technology
基金 四川省教育厅科技项目(2009434673)
关键词 三维场景建模 LOD模型 数据冗余 漫游 three-dimensional scene modeling LOD model data redundancy roaming
  • 相关文献

参考文献3

二级参考文献20

  • 1戴晨光,张永生,邓雪清.一种用于实时可视化的海量地形数据组织与管理方法[J].系统仿真学报,2005,17(2):406-409. 被引量:40
  • 2杜莹,武玉国,王晓明,游雄.全球多分辨率虚拟地形环境的金字塔模型研究[J].系统仿真学报,2006,18(4):955-958. 被引量:35
  • 3Hoppe Hugues. View dependent refinement of progressive meshes [C]// Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, Los Angeles, CA, USA, 1997. USA: ACM, 1997: 189-198.
  • 4Lindstrom P, Koller D, Ribarsky W, et aL Real-time continuous level of detail rendering of height fields [C]// Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, New Orleans, LA, USA, 1996. USA: ACM, 1996: 109-118.
  • 5Lindstrom P, Pascucci V. Visualization of large terrains made easy [C]// Proceedings of the IEEE Conference on Visualization 2001, Stuttgart, Germany, 2001. USA: 1EEE, 2001: 363-370.
  • 6Duchaineau M, Wolinsky M, Sigeti D, et al. ROAMing terrain: Realtime optimally adapting meshes [C]// Proceedings of the IEEE Conference on Visualization 1997, Phoenix, AZ, USA, 1997. USA: IEEE, 1997: 81-88.
  • 7Levenberg J. Fast view-dependent level-of-detail rendering using cached geometry [C]// Proceedings of the conference on Visualization 2002. Boston, USA, 2002. USA: IEEE, 2002: 259-266.
  • 8Cignoni P, Ganovellt F, Gobbetti E, Marton F, Ponchino F, Scopigno R. BDAM-Batched dynamic adaptive meshes for high performance terrain visualization [J]. Computer Graphics Forum (S1467-8659), 2003, 22(3): 505-514.
  • 9Ulrich T. Rendering massive terrains using chunked level of detail control [C]// Course Notes of ACM SIGGRAPH 2002, San Antonio, Texas, Volume Course 35, 2002. USA: ACM, 2002.
  • 10Losasso F, Hoppe H. Geometry clipmap: Terrain rendering using nested regular grids [C]// Computer Graphics Proceedings, Annual Conference Series, ACM SIGGRAPH, Los Angeles, CA, USA, 2004. USA: ACM, 2004: 769-776.

共引文献47

同被引文献12

引证文献2

二级引证文献4

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