虚拟地形渲染的研究  

The Research in Virtual Terrain Rendering

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作  者:任平[1] 柯健[1] 李亚琴[1] 

机构地区:[1]苏州市职业大学计算机工程系

出  处:《苏州市职业大学学报》2008年第3期68-70,共3页Journal of Suzhou Vocational University

摘  要:虚拟场景的地形渲染一直是虚拟现实领域内的关注热点。渲染效果和渲染速度两者一般不能同时得到很好的解决,需要找到一个比较合适的平衡点。通过采用细节层次技术对相关算法的实现和优化,在保证一定的地形渲染效果的前提下,减少开销来达到提高实时渲染速度的目的。The terrain rendering of virtual scene has always been the hot concern in the researoh field of virtual reality for the reason that it is not easy to give consideration to both rendering effect and rendering speed. Level of Detail technology can provide a relatively suitable balance, which first carves up the virtual terrain by relevant algorithm and then performs real-time rendering. However, during the process of real-time rendering, the cracks should be accordingly eliminated in order to ensure the more real and ideal rendering effect within the acceptable range of rendering speed. At the same time, taking certain terrain rendering effect into aeeount, the speeding up of the rendering process should be based on the minimization of the terrain rendering consumption through realization and optimization of the relevant algorithm.

关 键 词:细节层次(LOD) 四叉树 裂缝 平坦度 

分 类 号:TP391[自动化与计算机技术—计算机应用技术]

 

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