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一种针对飞行模拟的动态地形绘制误差判断方法

     

摘要

In view of the requirement of flight simulation, we presented a large-scale terrain rendering method with dynamic error metric, which is based on restricted quad-tree. By means of error saturation, the error metric of our method meets the requirements of parallel computing that can be used to select terrain grid points, which makes the error metric and triangulation executed by GPU. It improves the rending efficiency of image hardware, and saves the running time of CPU. The algorithm can be used for real-time rendering of large scale terrain in high-speed flight simulation.%针对飞行模拟的特点,提出一种基于受限四叉树的大规模地形绘制误差判断方法.该方法利用误差饱和概念,采用符合并行计算要求的误差判断准则进行层次细节的选取,使误差判断与三角化过程完全由图形处理器(GPU)执行,提高了图形硬件的绘制效率,节省了中央处理器(CPU)运行时间,可用于高速飞行模拟中的大规模地形实时绘制.

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