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Real-time Rendering of Large-scale Terrain in the Flight Simulator

机译:飞行模拟器中的大型地形实时渲染

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Large terrain is an important component of the virtual visual environment in the flight simulator. This paper presents a view-dependent dynamic LOD algorithm which is inspired by the geometry clipmap, and has some supplement or improvement in data structure, refinement criterion, rendering way, etc. The algorithm treats the terrain data as vertex texture; carries out uniform management on the terrain geometry dada sets, terrain color texture and normal vectors using a hiberarchy like the clipmap; and applies the identical spatial partition, transition scheme and update method to these data. The experiment shows that the algorithm can have much smaller memory requirements, make full use of the advantage of GPU and produce realistic and continuous images with the interactive speed. Especially, virtual clipmap support can make sure the algorithm fit the applications which have gigantic terrain range or need higher precision, so it has great extensibility and broad application prospects.
机译:大型地形是飞行模拟器中虚拟视觉环境的重要组成部分。本文介绍了一种视图依赖性动态LOD算法,它受到几何剪贴画的启发,并具有一些补充或改进数据结构,细化标准,渲染方式等。该算法将地形数据视为顶点纹理;在地形几何达达套装上进行统一管理,地形颜色纹理和正常向量使用像剪贴画的层次结构;并应用于这些数据的相同的空间分区,转换方案和更新方法。实验表明,该算法可以具有更小的内存要求,充分利用GPU的优势,并产生具有交互式速度的现实和连续图像。特别是,虚拟ClipMap支持可以确保算法适用于具有巨大地形范围或需要更高精度的应用程序,因此它具有很大的可扩展性和广泛的应用前景。

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