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Roaming of large urban scenes based on Unity 3D

机译:基于Unity 3D的大型城市场景漫游

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The core issues of urban scene roaming include block reorganization of large amounts of data and dynamic scheduling of data during the runtime of the scene. Aiming at the problems above mentioned, This paper designs an undirected graph data structure organization method of the data. According to the characteristics of Unity 3D engine, it provides the client's scheduling strategy. The article analyzes the rationality of the method and provides a method for constructing a graphic structure. This method allows the data to be searched from near to far depending on the position of the viewpoint, and reduces the amount of data computations when the scene is running. Experiments show that this method can make the scene run smoothly.
机译:城市场景漫游的核心问题包括在场景运行期间对大量数据进行块重组以及对数据进行动态调度。针对上述问题,本文设计了一种数据的无向图数据结构组织方法。根据Unity 3D引擎的特性,它提供了客户端的调度策略。本文分析了该方法的合理性,并提供了一种构造图形结构的方法。此方法允许根据视点的位置从近到远搜索数据,并减少了场景运行时的数据计算量。实验表明,该方法可以使场景流畅运行。

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