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基于q-贝塞尔近似曲面的地形渲染算法

An Algorithm for Terrain Rendering Using q-Bézier Approximation Surface
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摘要 提出了一种基于q-贝塞尔近似曲面的地形渲染算法.该算法利用整个地形的数字高程模型计算最佳匹配平面,沿着匹配平面的法线方向计算近似轮廓的上界和下界.当近似轮廓可以很好地近似原始几何时即用近似轮廓来代替格网进行地形渲染.为解决渲染离散近似轮廓时带来的裂缝问题,算法又进一步提出了使用q-伯恩斯坦多项式将离散近似轮廓拼接成G1-连续曲面的方法.实验结果表明,该算法能获得较高质量的渲染效果. An algorithm for terrain rendering based on q-Bézier approximation surface is proposed.The algorithm uses digital elevation model(DEM)of the whole terrain to compute the best matching plane,and computes the upper and lower bounds of the approximate contour along the normal direction of the matching plane.The approximate contours can well approximate the primitive geometry,then the approximate contours are used to render the terrain instead of the mesh.The algorithm is further proposed to merge the surface data together to get a G1-continuous surface by using q-Bernstein polynomial for avoiding the crack.Experimental results show that the proposed algorithm can achieve high quality rendering.
作者 高艺 裘杭萍 罗健欣 吴波 GAO Yi;QIU Hang-Ping;LUO Jian-Xin;WU Bo(Army Engineering University,Nanjing Jiangsu 210007,China;Unit 61175 of PLA,Nanjing Jiangsu 210049,China)
出处 《指挥与控制学报》 2018年第1期37-41,共5页 Journal of Command and Control
基金 国防科技基金(3602027) 江苏省青年科学基金(BK20150722)资助~~
关键词 数字高程模型 地形渲染 最小二乘平面 q-贝塞尔近似曲面 G1-连续 digital elevation model terrain rendering least square plane q-Bézier approximation surface G1-continuous
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