摘要
在大地形场的显示中,由于受到硬件的限制,大数据量必须被压缩才能实时处理。研究了在比特约束下,如何同时简化地形网格和纹理的问题。为了构造不同分辨率的地形网格模型和纹理集合,采用了基于四叉树的网格简化算法和基于小波的纹理压缩算法。为搜索最优的网格和纹理组合,应用了基于边缘的启发式搜索算法。实验结果表明,该算法能在较低的计算复杂度下,搜索出最优的网格与纹理的简化解。
In the application of display of large terrain field, data need to be compressed in order to be real time processed because of the constraint of hardware This paper conducts the research that we simplify both the mesh and texture under the bitrate constraint The quasi tree based mesh simplification algorithm and wavelet based texture coding approach are taken to construct the multi resolution set Margin based heuristic algorithm is applied to search the optimal solution Experiments show that the algorithm can search the optimal simplification result in the low computational complexity
出处
《军民两用技术与产品》
2003年第9期34-36,共3页
Dual Use Technologies & Products