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基于连续细节层次的地形动态生成技术
引用本文:吴亚东 刘玉树. 基于连续细节层次的地形动态生成技术[J]. 北京理工大学学报, 2000, 20(5): 602-606
作者姓名:吴亚东 刘玉树
作者单位:北京理工大学,计算机科学与工程系,北京,100081
基金项目:高等学校博士学科点专项科研项目;;
摘    要:研究地形实时生成技术,采用连续细节层次快速绘制技术,按照地形的局部起伏程度和用户视点信息动态确定绘制时的地形网格。算法采用基于视角的误差度量方法,将静态误差在屏幕上的投影转换为该误差相对于视点的夹角。采用自顶向下搜索层次四叉树的方法以获得恒定的帧频,并利用相邻帧之间的连续性和三角形扇形结构提高地形的实时绘制速度,实验结果证明了算法的有效性,基于视角的误差度量方法和层次四叉树结构可以有效减少时绘制时

关 键 词:地形简化  连续细节层次  实时绘制

Dynamic Generation of Continuous Level of Detail for Terrain
WU Ya dong,LIU Yu shu. Dynamic Generation of Continuous Level of Detail for Terrain[J]. Journal of Beijing Institute of Technology(Natural Science Edition), 2000, 20(5): 602-606
Authors:WU Ya dong  LIU Yu shu
Abstract:The techniques of real time generation of terrain were investigated. The algorithm adopted continuous level of detail for fast rendering, and dynamically generated terrain meshes according to the roughness of terrain and information of the viewpoint. By using view angle based error metrics, it transformed the screen projection of static error into the view angle with respect to the viewpoint. The algorithm acquired constant frame rates by searching the hierachical quadtree in a topdown manner. The rendering speed was also benefited from the coherence of frames and triangle fans. The experimental results show its high efficiency. The view angle based error metrics and the hierarchy of quadtree reduce the calculations in real time rendering, so it accelerates the rendering speed efficiently.
Keywords:terrain simplificatin  continuous level of detail  real time rendering  
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