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A novel terrain rendering algorithm based on quasi Delaunay triangulation

机译:基于准Delaunay三角剖分的新地形绘制算法

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摘要

Terrain rendering has long been an interesting research topic, and Delaunay triangulation has been one of the methods frequently employed. The problem of smooth mor-phing between successive Delaunay meshes in a dynamic setting does not have a satisfactory solution however. In this paper, we address this issue by temporarily relieving the mesh from the strict constraints of Delaunay triangulation (DT). The proposed algorithm uses an off-line process to compute a relative importance for each sampling point in a Digital Elevation Model (DEM). It then constructs a mesh model in real-time from a set of points selected according to their viewpoint distances and relative importances. The mesh model is initialized to be a genuine DT. As the viewpoint moves, some points are added, and some are removed. We use simple methods for point insertion and removal that allow smooth morphing between successive frames. While the simple methods do not ensure Delaunay properties, we eliminate the slivery triangles gradually by collecting and flipping illegal edges incident to them. Point insertions, removals, edge flips, and their animations are organized by queueing and carried out over time. In this way, we amortize the burst computations to successive frames, so that a balanced workload and a high frame rate are achieved. The proposed algorithm produces a concise and well-composed mesh adaptive to both viewpoint and the terrain's localrngeometry, and, most importantly, it supports smooth morphing.
机译:地形渲染长期以来一直是一个有趣的研究主题,而Delaunay三角剖分一直是常用的方法之一。但是,在动态设置中连续的Delaunay网格之间的平滑变形问题并没有令人满意的解决方案。在本文中,我们通过暂时从Delaunay三角剖分(DT)的严格约束中释放网格来解决此问题。所提出的算法使用离线过程来计算数字高程模型(DEM)中每个采样点的相对重要性。然后,根据根据视点距离和相对重要性选择的一组点,实时构建网格模型。网格模型被初始化为真正的DT。随着视点的移动,添加了一些点,并删除了一些点。我们使用简单的方法进行点插入和移除,以允许连续帧之间的平滑变形。尽管简单的方法不能确保Delaunay属性,但我们通过收集和翻转入射到三角形的非法边缘来逐渐消除矩形三角形。点的插入,移除,边缘翻转及其动画通过排队进行组织,并随时间推移进行。这样,我们将突发计算摊销到连续的帧中,从而实现了平衡的工作负载和高帧率。所提出的算法可生成既简洁又结构合理的网格,既适用于视点又适用于地形的局部几何形状,最重要的是,它支持平滑变形。

著录项

  • 来源
    《The Visual Computer》 |2010年第8期|697-706|共10页
  • 作者单位

    Department of Computer Science, University of Calgary,2500 University Drive NW, Calgary AB, Canada T2N 1N4;

    Department of Computer Science, University of Calgary,2500 University Drive NW, Calgary AB, Canada T2N 1N4;

    Department of Computer Science, University of Calgary,2500 University Drive NW, Calgary AB, Canada T2N 1N4;

  • 收录信息 美国《科学引文索引》(SCI);美国《工程索引》(EI);
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

    terrain rendering; quasi delaunay triangulation; smooth morphing;

    机译:地形渲染;准Delaunay三角剖分;平滑变形;

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