一种基于视点的大规模三维地形实时渲染算法  

A real-time rendering algorithm for large scale three-dimensional terrain based on viewpoint

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作  者:郭雪峰 孙红胜[1] 岳春生[1] 

机构地区:[1]信息工程大学信息系统工程学院,河南郑州450002

出  处:《太赫兹科学与电子信息学报》2015年第1期135-141,共7页Journal of Terahertz Science and Electronic Information Technology

摘  要:针对大规模三维地形的实时渲染问题,提出一种基于顶点法向量的模型简化算法。渲染过程中利用视图体的投影方式快速裁剪数据块,丢弃与视图体相离的数据块,将部分可见和完全可见的数据块全部加载到内存,根据视点到节点的距离和地形的粗糙程度构造了节点分辨率评价函数,最后采用加点的方法消除裂缝。仿真结果表明,该算法能有效减少渲染地形所需的三角形数目和时间,且对地形的逼真度影响较小。A simplified model algorithm based on vertex normal vector is presented aiming for real-time rendering of large-scale three-dimensional terrain problem. In the rendering process,blocks are cut quickly by the projection of body views;the data blocks which are apart from body views are discarded;and the partially visible or fully visible blocks are loaded into the memory. This algorithm constructs node resolution evaluation function according to the distance(between the viewpoint and the node) and the roughness of the terrain as well. It eliminates cracks by adding points. Simulation results show that the proposed algorithm can reduce the number of triangles and the time required to render the terrain effectively.

关 键 词:地形渲染 模型简化 法矢量 数据调度 节点评价函数 

分 类 号:TP391.41[自动化与计算机技术—计算机应用技术]

 

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