基于信息熵的分块地表模型无缝绘制方法  

Entropy-based Seamless Chunked Terrain Rendering

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作  者:陈秉塬[1] 袁志鹏[1] 苏佳[1] CHEN Bing-yuan YUAN Zhi-peng SU Jia(Northeastern University at Qinhuangdao, Qinhuangdao 066004, P. R. Chin)

机构地区:[1]东北大学秦皇岛分校,秦皇岛066004

出  处:《科学技术与工程》2016年第31期243-249,共7页Science Technology and Engineering

摘  要:设计一种视点相关的地形分块调度处理框架,针对大规模分块地形的实时载入和渲染时不同层次细节之间的缝隙,提出一种基于信息熵的实时缝隙填充方法,将三维场景绘制结果转换到图像空间,根据地形之间的缝隙与周围纹理的差异定位缝隙,通过在全局范围内使用确定的邻域搜索最佳匹配像素对缝隙中的每个像素进行填充;在填充时使用纹理颜色信息熵筛选需要检索的像素以降低计算量,并结合GPU图形硬件对算法进行加速。实验表明,该方法能够对大规模的地形进行实时漫游同时对分块间的缝隙进行平滑填充。A view-dependent chunked terrain scheduling framework was designed, and an entropy-based meth- od to fill the gap was proposed, which caused by different terrain LOD ( Level of Detail) when the large-scale chunked terrain was loading and rendering, the 3D scene rendering result was converted into image space, and the gap by the different texture color characteristic around the gap was distinguished, then the whole image space was traversed to find a best match using a fixed neighborhood, and the pixel~ color in the gap was confirmed according the best match. During the traversal process, the texture color entropy was used as weight to filter pixels that had low possibility tO become a candidate best match pixel to reduce the computational complexity, and GPU (Graphic Processing Unit) was also used to accelerate the computation. The experimental results illustrate that the method fills the gap smoothly when the user walkthrough the large-scale chunked terrain scene in real-time.

关 键 词:信息熵 纹理合成 层次细节 地形建模 

分 类 号:TP391.9[自动化与计算机技术—计算机应用技术]

 

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