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一种实时视景仿真中高度场地形绘制算法
引用本文:见英,叶榛. 一种实时视景仿真中高度场地形绘制算法[J]. 系统仿真学报, 2005, 17(1): 83-86
作者姓名:见英  叶榛
作者单位:1. 清华大学计算机科学与技术系,北京,100084
2. 智能技术与系统国家重点实验室,北京,100084
基金项目:863项目:高高空多功能无人机飞行平台(2002AA755021)
摘    要:大地形的快速实时绘制对于虚拟现实、GIS、飞行模拟、游戏制作等方面的应用都有着重要意义。这方面,国内外算法主要集中在视点相关连续LOD(Level of Detail)上面。对已有算法进行了综合及改进,实现了一个简单快速的大地形绘制算法。算法中,视区剪裁采用“中点分割”的思想,结合了四叉树剖分过程,提高了效率。误差控制方面,引入预处理及误差反馈的思想,并对误差进行扩散,加速了绘制同时保证了对地形细节的表现。算法对裂缝拼接也做了改进。算法运行结果良好,在普通微机上即可达到较高的帧速率和较好的绘制效果。

关 键 词:地形绘制 多分辨率 视区剪裁 裂缝消除
文章编号:1004-731X(2005)01-0083-04
修稿时间:2003-12-22

A Terrain Rendering Algorithm in Real-Time Visual Simulation
JIAN Ying,YE Zhen. A Terrain Rendering Algorithm in Real-Time Visual Simulation[J]. Journal of System Simulation, 2005, 17(1): 83-86
Authors:JIAN Ying  YE Zhen
Abstract:Real-time rendering of huge 3D terrains plays an important role in Virtual Reality, GIS, flight simulation, game manufacture, and many other fields. Most of recent algorithms have focus on the technology of view-dependant continuous-LOD. Based on previous algorithms, we designed a new easy and fast terrain-rendering algorithm. Exploiting the idea of midpoint-divide and combining the procedure of quad-tree generating, its view-culling is precise and fast. In error-control phase, the ideas of pre-calculation, threshold feedback, and error-propagation are introduced. We also improved the crack elimination method. As result, our algorithm achieved a good visual effect and a high and steady FPS just on PC platforms.
Keywords:terrain rendering  multi-resolution  view culling  crack elimination
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