Algorithm on the Real Time Adaptive Multi resolution Rendering of Terrain Using RSG Data
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Graphical Abstract
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Abstract
Static LoD has been the most commonly used method of three dimensional display of terrain from the 1970s which was introduced to the present; it is based on the pyramid or multi tile structure to generate a number of discrete models which have different resolution for real time calls, simple but containing large amounts of data redundancy and jumping when level switch. Moreover, the current dynamic LoD also includes some problems, such as complex data structure and single accuracy criterion etc. Based on these, we start from the RSG data and put forward a new algorithm for real time adaptive multi resolution rendering through data preprocessing, conservative screen error, isolated partition and split points inserting. Preliminary experiments have proved that the simulated accuracy can be improved greatly with satisfactory speed. Meanwhile, it can also be adapted for other models of LoD expressions.
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