基于四叉树分割的连续LOD漫游地形绘制  被引量:8

Continuous LOD Roaming Terrain Rendering Based on Quad-Tree Division

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作  者:吴颖[1] 张新家[1] 茹芬[1] 

机构地区:[1]西北工业大学自动化学院,陕西西安710129

出  处:《计算机技术与发展》2011年第4期5-8,12,共5页Computer Technology and Development

基  金:国家自然科学基金(60803158)

摘  要:针对大规模地形数据访问量大、场景渲染消耗内存大、实时渲染效率低的问题,提出了一种基于四叉树分割的连续LOD(层次细节)地形绘制方案,实现了多分辨率地形的快速绘制。视见体裁剪算法判断次数少,并结合四叉树分割过程,快速地对地形数据进行裁剪。采用与视点和地形粗糙度相关的分割评价系统,在预处理阶段对地形粗糙度误差进行计算,提升了地形实时绘制的速度;同时对分割标志位按位存储,使得内存占有率大幅减少。通过分割低分辨率节点边的方式,消除了节点间裂缝。算法运行效果良好,在普通PC机上即可达到较高的帧频率和较好的漫游效果。In order to solve the problem of data access of the large scale terrain,high memory space cost of large scenery rendering and low efficiency of real-time rendering,a continuous LOD(level of detail) terrain rendering schema based on quad-tree division was proposed and fast multi-resolution terrain rendering was realized.Judging fewer and combining with the procedure of quad-tree generation,the view-cutting was precise and fast.The division evaluation system was associated with the point of view and terrain roughness,the errors were calculated on the stage of preparation,thus the speed of the real-time rendering could be increased appreciably;The division flags were stored by bit at the same time,so the memory share could be significantly reduced.The cracks between nodes were eliminated by low-resolution edge node division.As a result,the program achieves a good roaming effect and a high FPS on the ordinary PC platforms.

关 键 词:连续LOD地形绘制 四叉树分割 数据裁剪 分割标志位 裂缝消除 

分 类 号:TP391[自动化与计算机技术—计算机应用技术]

 

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