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基于约束误差判据的动态地形可视化算法 被引量:2

Constraint Based Error Metric for Dynamic Terrain Visualization
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摘要 在动态地形可视化中,误差判据决定着每帧需要绘制的三角形结点个数,决定着渲染地形的真实度和算法效率。常用的屏幕误差计算方法,在实时绘制阶段为避免T-连接和裂缝的生成,需要大量的维护工作并产生大量冗余三角形,不利于地形的实时绘制。论文利用局部地形粗糙因素约束嵌套误差判据球,能较好的体现地形的局部细节,同时减少平坦地区冗余三角形的产生。并利用延迟判断的帧间连贯性减少实时绘制时的计算量,进一步提高算法效率。实验结果表明,利用带约束的误差判据的动态地形可视化算法能够有效减少冗余三角形,在体现地形真实效果的同时有效提高算法效率。 The error metric determines the number of triangles per frame, and affects the fidelity of terrain and efficiency of the algorithm in real-time rendering in dynamic terrain visualization. The screen error calculation method requires a lot of maintenance work and produces a large number of redundant triangles to eliminate T-junction and crack in the real-time rendering. So this will reduce the speed of real-time rendering of terrain. In this paper, the local roughness factor constraint nested sphere of error metric is used to provide a better reflection of the details of local topography and reduce redundancy triangles in flat region. Computation complexity in real-time rendering can be reduced by using the delay estimate frame coherence and thus the efficiency of the algorithm can be further improved. Experiments demonstrate that the dynamic terrain visualization algorithm, by using the error metric with constraints, can effectively reduce the redundant triangles and can represent the deformed region very well in real-time rendering with improved efficiency.
作者 于萍 张彩明
出处 《图学学报》 CSCD 北大核心 2013年第2期7-12,共6页 Journal of Graphics
关键词 LOD 动态地形 粗糙度 嵌套误差判据球 LOD dynamic terrain roughness nested sphere of error metric
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共引文献84

同被引文献14

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