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A NEW MODELLING METHOD FOR EVALUATING EXTERNAL DISTURBING POTENTIAL BASED ON THEORY OF UNIFIED REPRESENTATION OF GRAVITATIONAL FIELD
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作者 ZHU Zhuowen HUANG Jinshui CAO Huasheng LUO Zhicai 《Geo-Spatial Information Science》 2000年第2期41-46,共6页
For a special use a new modelling method of evaluating external disturbing potential is presented in this paper.Being different from classical methods in physical geodesy this method is grounded upon the theory of uni... For a special use a new modelling method of evaluating external disturbing potential is presented in this paper.Being different from classical methods in physical geodesy this method is grounded upon the theory of unified representation of gravitational field.The models created in this way are particularly satisfactory for a high_speed computation of gravitational field in low altitude because they take account of topographic effects and have their kernel functions with simple structure and weak singularity. 展开更多
关键词 theory of unified representation of gravitational field evaluation of disturbing gravitational field topographic effect gravimetric inverse boundary value problem singlelayer potential
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Domino Tiling:A New Method of Real-Time Conforming Mesh Construction for Rendering Changeable Height Fields
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作者 Dorde M. Durdevi Igor I. Tartalja 《Journal of Computer Science & Technology》 SCIE EI CSCD 2011年第6期971-987,共17页
In this paper we present a novel GPU-oriented method of creating an inherently continuous triangular mesh for tile-based rendering of regular height fields. The method is based on tiling data-independent semi-regular ... In this paper we present a novel GPU-oriented method of creating an inherently continuous triangular mesh for tile-based rendering of regular height fields. The method is based on tiling data-independent semi-regular meshes of non-uniform structure, a technique that is quite different from other mesh tiling approaches. A complete, memory efficient set of mesh patterns is created by an off-line procedure and stored into the graphics adapter's memory at runtime. At rendering time, for each tile, one of the precomputed mesh patterns is selected for rendering. The selected mesh pattern fits the required level of details of the tile and ensures seamless connection with other adjacent mesh patterns, like in a game of dominoes. The scalability potential of the proposed method is demonstrated through quadtree hierarchical grouping of tiles. The efficiency is verified by experimental results on height fields for terrain representation, where the method achieves high frame rates and sustained triangle throughput on high resolution viewports with sub-pixel error tolerance. Frame rate sensitivity to real-time modifications of the height field is measured, and it is shown that the method is very tolerant and consequently well tailored for applications dealing with rapidly changeable phenomena represented by height fields. 展开更多
关键词 graphics data structures and data types height field surface representation level of details real-time heightfield manipulation view-dependent rendering
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