首页> 外文期刊>Defence science journal >Real-time Photorealistic Visualisation of Large-scaleMultiresolution Terrain Models
【24h】

Real-time Photorealistic Visualisation of Large-scaleMultiresolution Terrain Models

机译:大规模多分辨率地形模型的实时真实感可视化

获取原文
           

摘要

Height field terrain rendering is an important aspect of GIS, outdoor virtual reality applicationssuch as flight simulation, 3-D games, etc. A polygonal model of very large terrain data requiresa large number of triangles. So, even most high-performance graphics workstations have greatdifficulty to display even moderately sized height fields at interactive frame rates. To bringphotorealism in visualisation, it is required to drape corresponding high-resolution satellite oraerial phototexture over 3-D digital terrain and also to place multiple collections of point-location-based static objects such as buildings, trees, etc and to overlay polyline vector objects suchas roads on top of the terrain surface. It further complicates the requirement of interactive framerates while navigation over the terrain. This paper describes a novel approach for objects andterrain visualisation by combination of two algorithms, one for terrain data and the other forobjects. The terrain rendering is accomplished by an efficient dynamic multiresolution view-dependent level-of-detail mesh simplification algorithm. It is augmented with out-of-corevisualisation of large-height geometry and phototexture terrain data populated with 3-D/2-Dstatic objects as well as vector overlays without extensive memory load. The proposedmethodology provides interactive frame rates on a general-purpose desktop PC with OpenGL-enabled graphics hardware. The software TREND has been successfully tested on different real-world height maps and satellite phototextures of sizes up to 16K*16K coupled with thousandsof static objects and polyline vector overlays.
机译:高度场地形渲染是GIS,室外虚拟现实应用(例如飞行模拟,3-D游戏等)的重要方面。非常大的地形数据的多边形模型需要大量的三角形。因此,即使是大多数高性能图形工作站也很难以交互式帧速率显示大小适中的高度场。为了在视觉上带来真实感,需要将相应的高分辨率卫星卫星照片纹理覆盖在3D数字地形上,还需要放置多个基于点位置的静态对象(如建筑物,树木等)并覆盖折线矢量对象例如地形表面上的道路。当在地形上导航时,这进一步使交互式帧速率的要求变得复杂。本文通过结合两种算法(一种用于地形数据,另一种用于对象)来描述一种用于对象和地形可视化的新颖方法。地形渲染是通过高效的动态多分辨率依赖于视图的细节网格简化算法来完成的。超高几何图形和以3D / 2-Dstatic对象填充的矢量纹理地形数据以及无需大量存储负载的矢量叠加层,都可以在核心外进行可视化。所提出的方法在具有支持OpenGL的图形硬件的通用台式PC上提供交互式帧速率。 TREND软件已在不同的现实世界高度图和尺寸高达16K * 16K的卫星照相纹理以及数千个静态对象和折线矢量叠加层上成功进行了测试。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号