Aiming to deal with the difficult issues of terrain data model simplification and crack disposal,the paper proposed an improved level of detail(LOD)terrain rendering algorithm,in which a variation coefficient of eleva...Aiming to deal with the difficult issues of terrain data model simplification and crack disposal,the paper proposed an improved level of detail(LOD)terrain rendering algorithm,in which a variation coefficient of elevation is introduced to express the undulation of topography.Then the coefficient is used to construct a node evaluation function in the terrain data model simplification step.Furthermore,an edge reduction strategy is combined with the improved restrictive quadtree segmentation to handle the crack problem.The experiment results demonstrated that the proposed method can reduce the amount of rendering triangles and enhance the rendering speed on the premise of ensuring the rendering effect compared with a traditional LOD algorithm.展开更多
在大地形三维多分辨率显示中,针对裂缝消除问题提出了一种基于LOD(Level of Detail)控制和裂缝可视性的改进算法。证明在四叉树网格可视距离/尺寸比>3时,必然满足限制四叉树约束;基于裂缝的可见性,在预处理阶段通过区分地形上升裂缝...在大地形三维多分辨率显示中,针对裂缝消除问题提出了一种基于LOD(Level of Detail)控制和裂缝可视性的改进算法。证明在四叉树网格可视距离/尺寸比>3时,必然满足限制四叉树约束;基于裂缝的可见性,在预处理阶段通过区分地形上升裂缝和地形下降裂缝,为后者添加与裂缝大小一致的几何图形来生成裂缝消除补丁;在实时渲染过程中,既不需要通过CPU计算来控制网格的层次差,也不需要通过CPU来识别相邻网格层次差和消除裂缝。实验测试表明:该算法简单有效,附加网格数据比裙边算法减少约75%,且完全能够避免地形裂缝的显示。展开更多
大地形的快速实时绘制对于虚拟现实、GIS、飞行模拟、游戏制作等方面的应用都有着重要意义。这方面,国内外算法主要集中在视点相关连续LOD(Level of Detail)上面。对已有算法进行了综合及改进,实现了一个简单快速的大地形绘制算法。算法...大地形的快速实时绘制对于虚拟现实、GIS、飞行模拟、游戏制作等方面的应用都有着重要意义。这方面,国内外算法主要集中在视点相关连续LOD(Level of Detail)上面。对已有算法进行了综合及改进,实现了一个简单快速的大地形绘制算法。算法中,视区剪裁采用"中点分割"的思想,结合了四又树剖分过程,提高了效率。误差控制方面,引入预处理及误差反馈的思想,并对误差进行扩散,加速了绘制同时保证了对地形细节的表现。算法对裂缝拼接也做了改进。算法运行结果良好,在普通微机上即可达到较高的帧速率和较好的绘制效果。展开更多
基金Supported by the National Natural Science Foundation of China(61363075)the National High Technology Research and Development Program of China(863 Program)(2012AA12A308)the Yue Qi Young Scholars Program of China University of Mining&Technology,Beijing(800015Z1117)
文摘Aiming to deal with the difficult issues of terrain data model simplification and crack disposal,the paper proposed an improved level of detail(LOD)terrain rendering algorithm,in which a variation coefficient of elevation is introduced to express the undulation of topography.Then the coefficient is used to construct a node evaluation function in the terrain data model simplification step.Furthermore,an edge reduction strategy is combined with the improved restrictive quadtree segmentation to handle the crack problem.The experiment results demonstrated that the proposed method can reduce the amount of rendering triangles and enhance the rendering speed on the premise of ensuring the rendering effect compared with a traditional LOD algorithm.
文摘在大地形三维多分辨率显示中,针对裂缝消除问题提出了一种基于LOD(Level of Detail)控制和裂缝可视性的改进算法。证明在四叉树网格可视距离/尺寸比>3时,必然满足限制四叉树约束;基于裂缝的可见性,在预处理阶段通过区分地形上升裂缝和地形下降裂缝,为后者添加与裂缝大小一致的几何图形来生成裂缝消除补丁;在实时渲染过程中,既不需要通过CPU计算来控制网格的层次差,也不需要通过CPU来识别相邻网格层次差和消除裂缝。实验测试表明:该算法简单有效,附加网格数据比裙边算法减少约75%,且完全能够避免地形裂缝的显示。
文摘大地形的快速实时绘制对于虚拟现实、GIS、飞行模拟、游戏制作等方面的应用都有着重要意义。这方面,国内外算法主要集中在视点相关连续LOD(Level of Detail)上面。对已有算法进行了综合及改进,实现了一个简单快速的大地形绘制算法。算法中,视区剪裁采用"中点分割"的思想,结合了四又树剖分过程,提高了效率。误差控制方面,引入预处理及误差反馈的思想,并对误差进行扩散,加速了绘制同时保证了对地形细节的表现。算法对裂缝拼接也做了改进。算法运行结果良好,在普通微机上即可达到较高的帧速率和较好的绘制效果。