三维真实感地形是虚拟场景中的基础部分,其绘制的速度与质量是构建三维虚拟场景成败的关键。利用Visual Studio 2008和c#语言,以XNA为工具,用中点偏移算法(Midpoint Displace-ment)生成的值与高程数据之间建立相应的映射关系,建立标准...三维真实感地形是虚拟场景中的基础部分,其绘制的速度与质量是构建三维虚拟场景成败的关键。利用Visual Studio 2008和c#语言,以XNA为工具,用中点偏移算法(Midpoint Displace-ment)生成的值与高程数据之间建立相应的映射关系,建立标准的地形高程数据组快速生成了三维网格地形。在渲染过程中利用本方法可以模拟随海拔高度而各异的生态现象。实践证明,用该方法能在普通的PC机上生成有真实感的无限大地形,并能方便的应用到虚拟现实系统中。展开更多
This paper presents an optimization of shadow volume algorithm, which allow a rendering in real-time. This technique is based on previous works which makes it possible to obtain shadows in real-time, although the calc...This paper presents an optimization of shadow volume algorithm, which allow a rendering in real-time. This technique is based on previous works which makes it possible to obtain shadows in real-time, although the calculation of the silhouette requires a pretreatment of the geometry implemented on the CPU (Central Processing Unit). By using last version of the GPU (Graphic Processing Unit), the authors propose to implement the calculation of the silhouette on the GPU by using Geometry Shader. The authors present the step which made it possible to lead to a concrete implementation of this algorithm, the modifications which were made, as well as a comparative study of results, followed by a discussion of these results and choices of implementation.展开更多
文摘三维真实感地形是虚拟场景中的基础部分,其绘制的速度与质量是构建三维虚拟场景成败的关键。利用Visual Studio 2008和c#语言,以XNA为工具,用中点偏移算法(Midpoint Displace-ment)生成的值与高程数据之间建立相应的映射关系,建立标准的地形高程数据组快速生成了三维网格地形。在渲染过程中利用本方法可以模拟随海拔高度而各异的生态现象。实践证明,用该方法能在普通的PC机上生成有真实感的无限大地形,并能方便的应用到虚拟现实系统中。
文摘This paper presents an optimization of shadow volume algorithm, which allow a rendering in real-time. This technique is based on previous works which makes it possible to obtain shadows in real-time, although the calculation of the silhouette requires a pretreatment of the geometry implemented on the CPU (Central Processing Unit). By using last version of the GPU (Graphic Processing Unit), the authors propose to implement the calculation of the silhouette on the GPU by using Geometry Shader. The authors present the step which made it possible to lead to a concrete implementation of this algorithm, the modifications which were made, as well as a comparative study of results, followed by a discussion of these results and choices of implementation.