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Design and realization of 3D visualization system for real-time rendering of large-scale terrain

机译:大规模地形实时渲染的3D可视化系统的设计与实现

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In order to achieve a regular-grid based, prospect -dependent 3D visualization system, this paper adopts Pyramid Model, and organizes the terrain data using Linear Quadtree. A method to compute the visible area and the best resolution for terrain is introduced in this paper, as well as an algorithm for predicting the data blocks. A new algorithm called as 'Dynamic search algorithm for target blocks taking FPS into account', is brought forward in this paper. A 3D visualization system for large-scale terrain is realized by DirectX9.0 and Visual C#.NET, which achieved a good visual effect and a high and steady FPS just on PC platforms. The experimental result indicates that, the methods or algorithms presented in this paper can not only realize real-time rendering of large-scale terrain, but also can balance between the runtime efficiency and the display precision.
机译:为了实现基于规则网格,前景依赖的3D可视化系统,本文采用金字塔模型,并使用线性四叉树组织地形数据。本文介绍了一种计算可见区域和最佳地形分辨率的方法,以及一种预测数据块的算法。提出了一种新的算法,即“考虑FPS的目标块动态搜索算法”。 DirectX9.0和Visual C#.NET实现了用于大范围地形的3D可视化系统,仅在PC平台上就实现了良好的视觉效果和稳定的FPS。实验结果表明,本文提出的方法或算法不仅可以实现大规模地形的实时渲染,而且可以在运行效率和显示精度之间取得平衡。

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