摘要
由于硬件条件的限制,超大规模的地形数据不可能在开始阶段全部载入内存进行3维场景渲染。文中提出了一种用于大范围海量地形数据3维显示的动态场景管理方法,该方法按照规则网格贴片对虚拟场景进行剖分,在漫游时根据视点参数建立可见和潜在可见缓冲区来确定当前应该调度和进行渲染的网格单元;在场景漫游时对各个规则网格单元建立具有多细节层次的四叉树,实现了对整个场景的多细节层次渲染。
Due to the mass terrain data, it's impossible to render whole virtual scene by oneoff way in main memory. We present here an approach to the management of dynamic scene in large scope virtual terrain environment. The virtual scene was partitioned by square cell. Visible buffer and potential visible buffer were created onthefly depending on the view point position and used to choose cells to be paged and rendered; by the hierarchical multiquadtree created between square cells, the terrain scene was rendered at realtime frame rate while hold better image fidelity.
出处
《测绘学院学报》
北大核心
2003年第3期231-234,共4页
Journal of Institute of Surveying and Mapping