引用本文: 袁凌, 李丹, 陶飞. 三维场景实时建模中地形生成算法优化[J]. 武汉大学学报 ( 信息科学版), 2017, 42(10): 1387-1393.
YUAN Ling, LI Dan, TAO Fei. Optimization of Terrain Generation Algorithm in Three-dimensional Real-time Modeling[J]. Geomatics and Information Science of Wuhan University, 2017, 42(10): 1387-1393.
 Citation: YUAN Ling, LI Dan, TAO Fei. Optimization of Terrain Generation Algorithm in Three-dimensional Real-time Modeling[J]. Geomatics and Information Science of Wuhan University, 2017, 42(10): 1387-1393.

## Optimization of Terrain Generation Algorithm in Three-dimensional Real-time Modeling

• 摘要: 通过分析三维场景实时渲染中视点无关与视点相关地形生成算法的性能，提出了优化的视点相关地形生成算法。此算法主要针对地形拆分、可视精度计算、观察视点距离计算、以及地形可见性裁剪这4个方面的策略做出了详细的阐述。并以渲染精度为衡量标准，通过实验对比分析了优化后的视点相关地形生成算法与视点无关地形生成算法的性能。除此之外，以渲染效率为标准，通过实验分析对比了优化后的视点相关地形生成算法与原视点相关地形生成算法的性能，并给出了一个运用此优化算法构建的三维地形模型。

Abstract: By analyzing the performance of viewpoint-independent and view-dependent terrain generation algorithm in 3D real time rendering, we find that the view-independent algorithm cannot achieve a high resolution ratio when the terrain model is established, causing a lack of scene fidelity. If a high resolution ratio is required, the view independent terrain generation algorithm must store a large amount of data, and take lots of time to complete model rendering. Therefore, based on the view-independent terrain generation algorithm, in order to improve the fidelity of 3D scenes, we propose an optimized view-dependent terrain generation algorithm. This algorithm focuses on terrain split, view accuracy calculation, observation view distance calculation, and terrain visibility trimming. In a terrain split, a binary triangle tree is used to split the terrain node and show the relationship between the adjacent nodes. In the view accuracy calculation, each terrain block must calculate the variance value of the node error in each frame. In observation view distance calculation, we calculate the distance between observation point and block in each frame. In the terrain visibility trimming, terrain blocks are outside of the field of vision with the calculation, and this area can be ignored in the process of rendering to reduce amount of computation. Setting rendering accuracy as the measurement, we analyze the performance of the optimized view-dependent terrain generation algorithm and viewpoint-independent algorithm with experiments. In addition, by setting the rendering efficiency as the measurement, we analyze the performance of the optimized view-dependent terrain generation algorithm and original algorithm, and generate a three dimension terrain model using the proposed optimization algorithm.

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