摘要本章针对当前庞大的虚拟现实和游戏引擎中三维地形数据渲染问题展开研究,对我们场景中的数据区域,通过连续细节层次(Level of Detail,LOD)建立分块四叉树,基于距离空间误差方法适应节点评估函数,通过对三角形平面的判断进行分层渲染,对渲染区域的重划分,主要针对根据距离观察者视野的远近和坡度的斜率进行了分层划分。在不失流畅的前提下,增加地形的渲染效果。
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