摘要
介绍了空间四边形网格的优化标准,推导了基于OpenGL的视点坐标和视景体内坐标相互转换关系,设计了基于视点的优化区域确定方法,在MFC下通过openGL交互图形编程实现了基于视点的5/3拓扑结构的四边形网格优化算法,并应用在基于海量空间数据点的四边形网格优化处理过程中,算法可靠,运行正确,为基于OpenGL的交互图形编程解决了关键问题。
The space quadrilateral mesh optimization standard is introduced in the paper. The transformation relationships be- tween the viewp coordinate and p coordinate in view frustum based on OpenGL are inferred, and a method of determining optimiza- tion region of quadrilateral meshes based on the viewp is designed. Quadrilateral meshes optimization algorithm of 5/3 Tology struc- ture is realized by OpenGL under MFC, and it is applied in optimization processes, and proved proved thatthat the algorithm is reli- able and runs correctly, the key problems are solved for interactive graphics programming based on OpenGL.
出处
《仪表技术与传感器》
CSCD
北大核心
2013年第10期91-93,共3页
Instrument Technique and Sensor
基金
辽宁省自然科学基金(201102205)
辽宁省教育厅科研基金(L2010521)
关键词
OPENGL
坐标转换
视点
四边形网格
优化算法
5
3拓扑结构
OpenGL
coordinate transformations
viewps
quadrilateral mesh
optimization algorithm
5/3 To]ogy structure