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Real-time rendering of large terrain using quadtree based triangulation

机译:使用基于四叉树的三角剖分实时渲染大地形

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摘要

Terrain visualization plays an important role in the fast growing domain of Geographic Information System (GIS) and Virtual Reality (VR). How to render terrain in real-time is a hot issue in recent years, and many algorithms of terrain refinement and simplification have appeared. In this paper, an improved terrain refinement method is represented. This algorithm is based on quadtree triangulation. We enhance the sorting and triangulating process. The algorithm adopts view dependent error metric and view frustum culling to acquire considerable better performance. By implementing the algorithm and analyzing the results from experiment, we conclude that this algorithm is practical and applicative in terrain visualization system.
机译:地形可视化在快速增长的地理信息系统(GIS)和虚拟现实(VR)领域中发挥着重要作用。近年来,如何实时渲染地形是一个热门问题,并且出现了许多地形优化和简化算法。本文提出了一种改进的地形细化方法。该算法基于四叉树三角剖分。我们增强了排序和三角剖分的过程。该算法采用了视点相关的误差度量和视点平截头剔除,以获得相当好的性能。通过实现该算法并分析实验结果,得出该算法在地形可视化系统中的实用性和实用性。

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