摘要
针对地形渲染的实时性与大规模地形数据的海量性之间的矛盾,基于Geometry Clipmap算法的基本思想,对其进行了简化和改进。在原始地形数据处理阶段,精简了原算法的数据结构,并按Clipmap格式进行存储;在绘制阶段,针对相邻层次间的裂缝问题,提出了一种删除边的方法有效地消除了裂缝。实验表明,该方法充分利用了GPU的优势,为大规模地形的实时绘制提供了解决方案。
There has been a contradiction between the real-time terrain rendering and the massive data of a large scale terrain. Based on the basic idea of the Geometry Clipmap algorithm, this paper simplified and improved the original algo- rithm. When processing the raw terrain data, the method simplified the original algorithm's data structure and stored it into Clipmap structure. When rendering the terrain, a method that deletes some edges to effectively eliminate the cracks between adjacent levels is proposed. The experiments show that the method takes full advantage of the GPU and provides a solution to large scale terrain rendering.
出处
《计算机与数字工程》
2015年第5期887-891,共5页
Computer & Digital Engineering