尹长林, 詹庆明, 许文强, 张鸿辉. 大规模三维地形实时绘制的简化技术研究[J]. 武汉大学学报 ( 信息科学版), 2012, 37(5): 555-559.
引用本文: 尹长林, 詹庆明, 许文强, 张鸿辉. 大规模三维地形实时绘制的简化技术研究[J]. 武汉大学学报 ( 信息科学版), 2012, 37(5): 555-559.
YIN Changlin, ZHAN Qingming, XU Wenqiang, ZHANG Honghui. Simplification Technology for Real-time Rendering of Large-scale 3D Terrain[J]. Geomatics and Information Science of Wuhan University, 2012, 37(5): 555-559.
Citation: YIN Changlin, ZHAN Qingming, XU Wenqiang, ZHANG Honghui. Simplification Technology for Real-time Rendering of Large-scale 3D Terrain[J]. Geomatics and Information Science of Wuhan University, 2012, 37(5): 555-559.

大规模三维地形实时绘制的简化技术研究

Simplification Technology for Real-time Rendering of Large-scale 3D Terrain

  • 摘要: 在考虑地形特征和视相关特点的基础上,采用了一种简单的四叉树剖分评价函数用于实时生成动态的多分辨率地形模型。在三维场景漫游中,采用多级缓冲机制实现了视点快速移动下场景数据的调度和绘制,同时提出了一种综合考虑帧率和细分评价函数的自适应LOD调度方法,并采用和地形调度相一致的方法进行多级纹理映射。最后开展了算法实现的编程工作,实现了基于以上简化技术的大规模三维地形的可视化。

     

    Abstract: Considering topographic features and view-dependent characteristic,a simple evaluation function for quad-tree subdivision was used to generate dynamic multi-resolution terrain model in real time.While 3D scene roaming,a mechanism of multi-level buffering was used for data scheduling and rendering under the condition of quickly viewpoint transformation.At the same time,an adaptive LOD scheduling which comprehensive consideration of frame rate and subdivision evaluation function was proposed.A multi-level texture mapping method consistent with the terrain scheduling was used to render the image texture.At last,the algorithms were achieved by programming,and the large-scale 3D terrain visualization was realized based on the simplify methods.

     

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