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作 者:靳碧鹏[1]
出 处:《电讯技术》2011年第6期87-90,共4页Telecommunication Engineering
摘 要:提出了一种地形分块加速绘制算法。算法递归地将地形划分为多个大小相等的地形块,通过统计地形块中目标分布的稀疏度以及无目标地形块所占的比例,寻找最优的地形分块方式。此外,提出了一种利用Diamond-Squares算法生成随机纹理,并融合顶点颜色为地形着色的方法,渲染的地形真实感强、层次分明。最后,介绍了防撞雷达三维显示中的场景漫游方式。该方法已成功应用于实际工程中,显示效果良好,并且具有通用性,可以应用于一般的三维地形绘制。This paper presents a terrain partition algorithm for quick rendering. The algorithm recursively divides the whole terrain into several equal blocks. By analysing the amount of target in a terrain block and the ratio of the blocks which contain no targets, it can find out an optimized way. Furthermore, a terrain coloring method is presented, which blends texture image generated by Diamond-Squares, and the vertex color. The terrain rendering by this method has a realistic effect and clearly color layers. Finally, the cruising method in 3D scene used for 3D displays of anti-collision radar is introduced. The method has been successfully deployed in engineering and has achieved a good effect. Otherwise, the method also adapts to general terrain rendering.
关 键 词:防撞雷达 三维显示 地形绘制 纹理映射 环境漫游
分 类 号:TN957.7[电子电信—信号与信息处理] TP317.4[电子电信—信息与通信工程]
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