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Smoothly rendering of large-scale vector data on virtual globe

机译:在虚拟地球上平稳渲染大规模矢量数据

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The method of view-dependent smoothly rendering of large-scale vector data based on the vector texture on virtual globe is presented. The vector texture is rasterized from the vector data based on view-dependent quadtree LOD. And the vector texture is projected on the top of the terrain. The smooth transition of multi-level texture is realized by adjusting the transparency of texture dynamically based on view range in two processes to avoid texture "popping". In "IN" process, the texture's alpha value increases when the view range goes up while In "OUT" process, the texture's alpha value decreases, the vector texture buffer updating method is used to accelerate the texture fetching based on the least-recently-used algorithm. In the end, the real-time large-scale vector data rendering is implemented on virtual globe. The result shows that this method can real-time render large-scale vector data smoothly.
机译:介绍了基于虚拟地球上的矢量纹理的大规模矢量数据的视图相关方法。根据视图依赖于视图Quadtree LOD,从向量数据光栅化矢量纹理。并且矢量纹理在地形的顶部投射。通过基于两个过程的视图范围调整纹理的透明度来实现多级纹理的平滑过渡,以避免纹理“popping”。在“在”过程中,当在“OUT”过程中,纹理的alpha值增加,纹理的alpha值减少,矢量纹理缓冲区更新方法用于基于最少 - 最近的 - 最近的纹理取样二手算法。最后,实时大规模矢量数据呈现在虚拟地球上实现。结果表明,该方法可以实时呈现大规模的矢量数据。

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