In the preprocessing phase, the global terrain model is partitioned into blocks with their feature points being picked out to generate TIN model for each terrain block, then the multi-resolution models of terrain orga...In the preprocessing phase, the global terrain model is partitioned into blocks with their feature points being picked out to generate TIN model for each terrain block, then the multi-resolution models of terrain organized in the form of quad-tree is created bottom-up. Cracks between terrain blocks are avoided by inserting vertices to form common boundaries. At run-time, a view-dependent LOD algorithm is used to control the loading and unloading of the proper blocks by an additional synchronous thread. To eliminate the artifacts created by LOD transitions, geomorphing is used in real-time. These rendering strategies increase the throughput of GPU and avoid imbalance of load among CPU, GPU and Disk I/O. Experimental results show that the system can perform visually smooth rendering of large-scale terrain scenes with fine quality at an average rate of 80 fps.展开更多
Terrain Visualization is an important part of visualization systems of battlefield,and the visualization of dynamic terrain is also important for dynamic battle environment.In this paper,special attention has been pai...Terrain Visualization is an important part of visualization systems of battlefield,and the visualization of dynamic terrain is also important for dynamic battle environment.In this paper,special attention has been paid on real-time optimally adapting meshes (ROAM) algorithm,which is a candidate for dynamic terrain,and its mesh representation,mesh continuity algorithm and error metrics are discussed.The DEXTER-ROAM algorithm is discussed and analyzed.By revising the mesh representation of ROAM,a dynamic ROAM algorithm based on partial-regular grid is established.By introducing transition region,mesh discontinuity of dynamic partial-regular grid is resolved.Error metric blocks are removed for computation complexity and culling blocks are introduced to accelerate view frustum culling.The algorithm is implemented in a 3D rendering engine called OGRE.In the end,an example of dynamic crater is given to examine the dynamic ROAM algorithm.展开更多
基金Supported by National High Technology Research and Development Program(863) of China (2006AA01Z319)
文摘In the preprocessing phase, the global terrain model is partitioned into blocks with their feature points being picked out to generate TIN model for each terrain block, then the multi-resolution models of terrain organized in the form of quad-tree is created bottom-up. Cracks between terrain blocks are avoided by inserting vertices to form common boundaries. At run-time, a view-dependent LOD algorithm is used to control the loading and unloading of the proper blocks by an additional synchronous thread. To eliminate the artifacts created by LOD transitions, geomorphing is used in real-time. These rendering strategies increase the throughput of GPU and avoid imbalance of load among CPU, GPU and Disk I/O. Experimental results show that the system can perform visually smooth rendering of large-scale terrain scenes with fine quality at an average rate of 80 fps.
文摘Terrain Visualization is an important part of visualization systems of battlefield,and the visualization of dynamic terrain is also important for dynamic battle environment.In this paper,special attention has been paid on real-time optimally adapting meshes (ROAM) algorithm,which is a candidate for dynamic terrain,and its mesh representation,mesh continuity algorithm and error metrics are discussed.The DEXTER-ROAM algorithm is discussed and analyzed.By revising the mesh representation of ROAM,a dynamic ROAM algorithm based on partial-regular grid is established.By introducing transition region,mesh discontinuity of dynamic partial-regular grid is resolved.Error metric blocks are removed for computation complexity and culling blocks are introduced to accelerate view frustum culling.The algorithm is implemented in a 3D rendering engine called OGRE.In the end,an example of dynamic crater is given to examine the dynamic ROAM algorithm.