This paper proposed a dynamic and seamless rendering scheme for large scale terrain based on LOD terrain tiles, used multi-resolution terrain for view-dependent data control and grid simplification, and employed multi-thread mechanism for visibility clipping and data exchange between memory and disk, at the same time, used an accelerating technique based on GPU for scene rendering, and proposed a seamless combination algorithm between tiles of terrain and texture. Experimental results of real scenes and comparisons with traditional method demonstrate the feasibility, efficiency and practicality of our method.%针对大规模地形动态漫游提出实现流程和算法框架,基于分层分块地形LOD组织存储策略完成数据预处理,绘制阶段提出视点相关的地形调度和简化算法,利用多线程处理机制进行地形块裁剪和内外存数据交换,借助GPU硬件实现场景加速绘制算法,并提出分块地形和纹理数据的无缝拼接策略.真实数据实验的算法比较和性能测试结果表明,该方法具有支持数据量大,绘制效率高、实用性强等特点.
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