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基于信息熵的分块地表模型无缝绘制方法
引用本文:陈秉塬,袁志鹏,苏佳. 基于信息熵的分块地表模型无缝绘制方法[J]. 科学技术与工程, 2016, 16(31)
作者姓名:陈秉塬  袁志鹏  苏佳
作者单位:东北大学秦皇岛分校,东北大学秦皇岛分校,东北大学秦皇岛分校
摘    要:设计一种视点相关的地形分块调度处理框架,针对大规模分块地形的实时载入和渲染时不同层次细节之间的缝隙,提出一种基于信息熵的实时缝隙填充方法,将三维场景绘制结果转换到图像空间,根据地形之间的缝隙与周围纹理的差异定位缝隙,通过在全局范围内使用确定的邻域搜索最佳匹配像素对缝隙中的每个像素进行填充;在填充时使用纹理颜色信息熵筛选需要检索的像素以降低计算量,并结合GPU图形硬件对算法进行加速。实验表明,该方法能够对大规模的地形进行实时漫游同时对分块间的缝隙进行平滑填充。

关 键 词:信息熵  纹理合成  层次细节  地形建模
收稿时间:2016-10-21
修稿时间:2016-11-30

Entropy-based Seamless Chunked Terrain Rendering
CHEN Bingyuan,YUAN Zhipeng and SU Jia. Entropy-based Seamless Chunked Terrain Rendering[J]. Science Technology and Engineering, 2016, 16(31)
Authors:CHEN Bingyuan  YUAN Zhipeng  SU Jia
Affiliation:Northeastern University at Qinhuangdao,Northeastern University at Qinhuangdao,Northeastern University at Qinhuangdao
Abstract:We designed a view-dependent chunked terrain scheduling framework, and proposed an entropy-based method to fill the gap, which caused by different terrain LOD (Level of Detail) when the large-scale chunked terrain was loading and rendering. The method converted the 3D scene rendering result into image space, and distinguished the gap by the different texture color characteristic around the gap, then traversed the whole image space to find a best match using a fixed neighborhood, and confirmed the pixel"s color in the gap according the best match. During the traversal process, the texture color entropy was used as weight to filter pixels that had low possibility to become a candidate best match pixel to reduce the computational complexity, and GPU (Graphic Processing Unit) was also used to accelerate the computation. The experimental results illustrate that the method fills the gap smoothly when the user walkthrough the large-scale chunked terrain scene in real-time.
Keywords:entropy  texture synthesis  level of  detail terrain  modeling
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