摘要
利用Geometry Clipmap算法的基本思想,对原算法进行简化与改进。在预处理阶段,对地形数据的存储方式进行简化,并采用Clipmap结构进行组织和管理;在绘制阶段,重点针对不同分辨率层次之间的裂缝问题进行分析和处理,提出了一种引入过渡带的方法有效消除了裂缝。实验表明,该方法有效提高渲染速率,并充分发挥GPU的优势,实现了大规模地形数据的实时可视化。
This paper proposed a method to simplify and improve the original Geometry Clipmap algorithm. In pre-pmcessing stage, the method simplified the storage form of terrain data and constructed them in clipmap structure. In real-time rendering stage, it focused on the analysis and processing of the cracks between levels with the different resolution, and proposed a new method to eliminate the cracks by introducing a transition region. The experiments show that the method improves the rendering rate effectively, and takes fuU advantage of GPU to achieve real-time visualization of large scale terrain renderine.
出处
《信息技术》
2013年第6期176-179,共4页
Information Technology