期刊文献+

基于三角形二叉树适应网格的地形场景绘制算法

The Terrain Scene Rendering Algorithm Based on Triangle Binary Tree Adapting Meshes
下载PDF
导出
摘要 随着计算机图形学、地理信息系统和虚拟现实技术的飞速发展以及数字虚拟城市的建立,基于海量地形数据场景的绘制成为首要解决的问题。文章在总结了相关研究的基础上,重点对实时优化适应网格技术进行了改进和完善,并对其的关键算法进行了详细的论述,最后笔者开发了一个实验程序,证明了该方法对于增强地形模型的绘制效率是非常有效的。 With the advent of computer graphics,Geographic Information System,Virtual Reality technologies and virtual digital cities being built,solving real-time rendering the landscapes based on massive terrain data become a virtual problem.The article firstly summaries the relative research in this field and then the authors improve the technology of real-time optimally adapting meshes and focus on some important algorithms of it;finally a prototype system has been developed to show that the technology is very good for the real-time rendering.
作者 杨敏
出处 《计算机工程与应用》 CSCD 北大核心 2003年第32期101-104,共4页 Computer Engineering and Applications
关键词 地形简化 二叉树 融合算法 分裂算法 纹理映射 Terrain Simplification,Binary Tree,Merge Algorithm,Split Algorithm,Texture Mapping
  • 相关文献

参考文献6

  • 1万刚,陈刚,游雄.虚拟城市中地物几何建模技术的研究[J].测绘学报,2002,31(1):60-65. 被引量:79
  • 2Duchaineau Met al.ROAMing Terain:Real-time Optimally Adapting Meshes[C].In : IEEE, Visualization'97 Proceedings, http ://www.llnl.gov/ graphics/roam.
  • 3Eck M,DeRose T,Duchamp T et al.Muhiresolution analysis of arbitray meshes.www.stat.washington.edu/wxs/Siggraph-95/.
  • 4Peter Lindstrom et al.Real Time,Continuous Level of Detail Rendering of height Fields.www.cc.gatech.edu/gvu/people/peter.lindstrom/ papers/siggraph96/.
  • 5Mark Duchaineau et al.ROAMing Terrain:Real-time Optimally Adaptina Meshes.www.llnl.gov/graphics/ROAM/.
  • 6Flowler Robert J Little James J.Automatic extraction of irregular network digital terrain models.computer Graphics[C].In :SIGGRPH'79 Proc, 1979 ; 13 (2) : 199207.

二级参考文献1

共引文献78

相关作者

内容加载中请稍等...

相关机构

内容加载中请稍等...

相关主题

内容加载中请稍等...

浏览历史

内容加载中请稍等...
;
使用帮助 返回顶部