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Real-time rendering of large terrain using quadtree based triangulation

机译:基于四叉树三角测量的大型地形实时渲染

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Terrain visualization plays an important role in the fast growing domain of Geographic Information System (GIS) and Virtual Reality (VR). How to render terrain in real-time is a hot issue in recent years, and many algorithms of terrain refinement and simplification have appeared. In this paper, an improved terrain refinement method is represented. This algorithm is based on quadtree triangulation. We enhance the sorting and triangulating process. The algorithm adopts view dependent error metric and view frustum culling to acquire considerable better performance. By implementing the algorithm and analyzing the results from experiment, we conclude that this algorithm is practical and applicative in terrain visualization system.
机译:地形可视化在地理信息系统(GIS)和虚拟现实(VR)的快速生长领域中起着重要作用。如何在近年来实时呈现地形是一个热门问题,而且出现了许多地形改进和简化的算法。在本文中,表示改进的地形细化方法。该算法基于Quadtree三角测量。我们增强了排序和三角化过程。该算法采用视图相关的误差度量和视图剔除,以获取相当的更好的性能。通过实施算法并从实验中分析结果,我们得出结论,该算法在地形可视化系统中是实用和应用。

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