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A Comparison of Multiresolution Modelling in Real-Time Terrain Visualisation

机译:实时地形可视化多分辨率建模的比较

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One of the most important challenges in Computer Graphics is realtime rendering of terrain. This is due to the huge number of polygons used to represent these surfaces. Up to now, several works have appeared that attempt to reduce terrain visualisation time, some of which are based on multiresolution modelling. This method adapts the number of polygons of an object as a function of particular criteria in order to reduce the information that has to be computed for each frame. The ultimate purpose of this work is to compare the most popular multiresolution algorithms to have appeared in recent years, while at the same time examining some of the fundamental concepts underlying realtime terrain visualisation.
机译:计算机图形中最重要的挑战之一是地形的实时渲染。这是由于用于表示这些表面的大量多边形。到目前为止,似乎有几项作品试图减少地形可视化时间,其中一些基于多分辨率建模。该方法以特定标准的函数适应对象的多边形的数量,以便减少为每个帧计算的信息。这项工作的最终目的是比较近年来最受欢迎的多分辨率算法,同时检查实时地形可视化潜在的一些基本概念。

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