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Progressing Towards Interoperability: Using the Lifting Scheme for Multi-resolution Terrain Databases

机译:进展互操作性:使用多分辨率地形数据库的提升方案

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Multi-resolution terrain representations were first proposed to accommodate the needs for storing and processing the same terrain models at different resolutions. With one set of the source data, many resolutions can be produced and then rendered intelligently to reduce the graphical load. To accomplish this purpose, the terrain model is pre-generated at different resolutions and stored in the database. Typically, when being rendered, the visualization application loads into memory a set of terrain sections at the appropriate resolution for a given viewpoint. The terrain model should allow for processing and rendering at any arbitrary resolution at runtime, depending on the requirements of the interoperating applications. In this research, we develop a common multi-resolution terrain model that enables dynamic rendering and processing with the eventual goal of facilitating interoperability among Computer Generated Forces (CGF) for constructive and virtual systems and visual simulation systems. A prototype of our method demonstrates significant improvements in storage space and construction time while still maintaining good accuracy when compared to some other widely used approaches. Experiments with the Grand Canyon database shows consistent results in the reduction of storage space, using as little as 1/5 of the disk space when compared to Hoppe's Progressive Meshes, while the RMS error of the worst-case scenario is still 1/2 of the best case in the ITIN work of Polis and McKeown. The prototype also demonstrates the dynamic processing and rendering capability of this compact terrain model that shows the potential for improved interoperability over a wide range of networked interacting applications.
机译:首先提出多分辨率地形表示,以满足在不同分辨率下存储和处理相同地形模型的需求。通过一组源数据,可以生成许多分辨率,然后智能呈现以减少图形负载。为实现此目的,地形模型在不同的分辨率下预先生成并存储在数据库中。通常,当被呈现时,可视化应用程序在给定视点的适当分辨率下加载到存储器一组地形部分。地形模型应允许在运行时以任何任意分辨率进行处理和呈现,具体取决于互操作应用程序的要求。在这项研究中,我们开发了一种常见的多分辨率地形模型,使动态渲染和处理能够利用促进计算机生成的力(CGF)之间的互操作性的最终目标,用于建设性和虚拟系统和视觉模拟系统。我们的方法的原型展示了存储空间和施工时间的显着改进,同时与其他一些广泛使用的方法相比保持良好的准确性。大峡谷数据库的实验表明,与Hoppe的渐进网格相比,使用短达1/5的磁盘空间的减少的一致结果,而最坏情况场景的RMS错误仍为1/2 Polis和Mckeown的ITIN工作中最佳案例。原型还演示了这种紧凑地形模型的动态处理和渲染能力,其显示了改进了各种网络交互应用的互操作性的潜力。

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