首页> 外文会议>International Conference on Entertainment Computing(ICEC 2007); 20070915-17; Shanghai(CN) >Implementation and Optimization Issues of the Triangular Patch-Based Terrain System
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Implementation and Optimization Issues of the Triangular Patch-Based Terrain System

机译:基于三角形补丁的地形系统的实现与优化问题

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A new dynamic LOD system is recently proposed to represent fairly large artificial terrains using hierarchical triangular patches [5]. Its mesh structure is unique from other conventional methods because it is designed to reduce the total number of draw primitive calls in a frame rather than the number of primitives. Another distinctive feature is its no-triangulation during the mesh adaptation by using its hierarchical layers and pre-constructed matching blocks. The purpose of the paper is to explain its implementation issues to make the new approach more understandable. Some of optimization issues are also discussed for better implementations.
机译:最近提出了一种新的动态LOD系统,该系统使用分层三角斑块[5]来表示相当大的人工地形。它的网格结构不同于其他常规方法,因为它旨在减少帧中绘制图元调用的总数,而不是图元的数量。另一个独特的功能是在网格自适应过程中通过使用其分层层和预构造的匹配块来实现无三角剖分。本文的目的是解释其实现问题,以使新方法更易于理解。为了更好的实现,还讨论了一些优化问题。

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