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A Real-time Dynamic Rendering Algorithm for Large-scale Terrain

机译:大规模地形的实时动态渲染算法

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Based on view-dependent level-of-detail,view frustum culling and multi-thread scheduling,this paper propose an algorithms for rendering large-scale terrain realtime on ordinary PC.During the preconditioning stage,original DEM data is divided into many standardized subterrain data blocks and saved them in alone file.In real-time rendering stage,four blocks of memory-resident sub-terrain always are used to rendered,which is also updated according to the movement of view frustum.In this stage,two threads are used.One of them is used to generate multiresolution terrain mesh based on a quad-tree,a flag matrix and a view frustum.Another thread is used to load the sub-terrains needed of follow rendering from second memory according to the movement of view frustum.
机译:在基于视图的细节层次,视图视锥剔除和多线程调度的基础上,提出了一种在普通PC机上实时渲染大规模地形的算法。在预处理阶段,原始DEM数据分为许多标准化的地下数据块并将其保存在单独的文件中。在实时渲染阶段,始终使用四个内存驻留子地形块进行渲染,并且还会根据视锥的移动情况对其进行更新。在此阶段,需要两个线程其中一个用于基于四叉树,标志矩阵和视图视锥生成多分辨率地形网格物体。另一个线程用于根据视图的移动从第二个内存中加载跟随渲染所需的子地形。视锥。

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