检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
机构地区:[1]装备指挥技术学院试验指挥系,北京101416
出 处:《测绘科学》2013年第1期130-132,共3页Science of Surveying and Mapping
摘 要:本文为实现全球海量地形数据的实时可视化,提出了一种新算法。算法不使用几何数据而是利用球面特征进行地形多分辨率模型初建,然后基于视锥与节点关系对初建结果进行扩展来得到完整的地形网格。此外设计了能消除具有复杂邻接关系的节点间裂缝的拼接方式,构造了简洁的方法消除GPU32位浮点精度导致的"wob-bling"现象。实现的算法在普通微机上平均漫游速度达每秒95帧以上。A new algorithm was put forward to implement real-time visualization of global massive terrain data in the paper. Firstly, primary constructed method of multi-resolution terrain model was brought forward', which doesn' t need geometric data, followed by expanding method for primary model based on relation between view frustum and quadtree node. Secondly, a joint method was designed to crack elimination between nodes which have complex neighboring relations. Finally, a simple technique was applied to overcome wobbling problem caused by 32-bit single precision floating point of graphics processing unit. The average walkthrough rate of global terrain exceeds 95 fps.
分 类 号:TP391[自动化与计算机技术—计算机应用技术]
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:3.144.41.22