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
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