首页> 外文会议>ISTM/2007;International symposium on test and measurement >A Real-Time Rendering Algorithm of Large-scale Three-dimensional Terrain
【24h】

A Real-Time Rendering Algorithm of Large-scale Three-dimensional Terrain

机译:大规模三维地形的实时渲染算法

获取原文

摘要

Rapid real-time rendering of large-scale 3D (three-dimensional) terrain is of great significance for the application of virtual reality, GIS, game making and many other fields. Most of the algorithms in the domestic mainly concentrate on the View-Dependent Continuous LOD (Level of Detail). This paper is a comprehensive and improvement of existing algorithms to achieve a simple, rapid 3D rendering of large-scale terrain. Making use of the procedure of quad-tree generating and adopting the classical thread-culling algorithm of midpoint-division, its view-culling is more precise and faster .In error-control phrase, the introduction of pre -processing and error feedback and the proliferation of errors, accelerates the mapping of the terrain while ensuring the details of the performance. The algorithm produces good results and a higher frame rates and better rendering can be reached in an ordinary PC
机译:大规模3D(三维)地形的快速实时渲染对于虚拟现实,GIS,游戏制作和许多其他领域的应用具有重要意义。国内大多数算法主要集中在视点相关的连续LOD(详细程度)上。本文对现有算法进行了全面的改进,以实现简单,快速的3D大规模地形渲染。利用四叉树的生成过程,采用经典的中点除法线程筛选算法,其视图剔除更加精确,快速。在错误控制方面,引入了预处理和错误反馈以及错误的扩散,在确保性能细节的同时,加速了地形的绘制。该算法产生良好的结果,并且在普通PC上可以实现更高的帧速率和更好的渲染

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号