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出 处:《电脑开发与应用》2008年第10期69-71,共3页Computer Development & Applications
摘 要:地形漫游已经被广泛应用于游戏、虚拟现实(VR)、飞行仿真和地理信息系统(G IS)等环境中。在传统的仿真中,地形采用艺术家手工建模,但是手工建模价格昂贵,而且不能产生连续的细节层次(Level ofD etail,LOD)。大规模的地形渲染算法需要采用细节层次来减少实际需要绘制的地形数据。从产生地形角度入手,分析了几种经典的实时地形渲染技术,并对部分技术进行比较。最后提出对某些方法进行改进,以达到更好的效果,并通过PC机上的实验加以验证。Terrain walkthrough has been widely used in games, VR, flight simulations and GIS, etc. In traditional simulations, terrain has been hand-modelled by artists. Hand-modelled terrain is expensive and has no support for continuous level of detail. To interactively render terrains on large data sets, one must efficiently use methods to simplify the terrain data. Aiming at the production of terrain, firstly, we analyze several classical real-time terrain rendering algorithms previously and compare some famous algorithms, and secondly we give some progressive suggestion to achieve better effect, and finally we give an integration method including tile and Level of detail to have an experiment on PC to get an experimental result.
分 类 号:TP751[自动化与计算机技术—检测技术与自动化装置]
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