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Survey of semi-regular multiresolution models for interactive terrain rendering

机译:用于交互式地形渲染的半规则多分辨率模型的调查

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Rendering high quality digital terrains at interactive rates requires carefully crafted algorithms and data structures able to balance the competing requirements of realism and frame rates, while taking into account the memory and speed limitations of the underlying graphics platform. In this survey, we analyze multiresolution approaches that exploit a certain semi-regularity of the data. These approaches have produced some of the most efficient systems to date. After providing a short background and motivation for the methods, we focus on illustrating models based on tiled blocks and nested regular grids, quadtrees and triangle bin-trees triangulations, as well as cluster-based approaches. We then discuss LOD error metrics and system-level data management aspects of interactive terrain visualization, including dynamic scene management, out-of-core data organization and compression, as well as numerical accuracy.
机译:以交互速率渲染高质量的数字地形需要精心设计的算法和数据结构,这些算法和数据结构必须兼顾现实和帧速率的竞争要求,同时还要考虑基础图形平台的内存和速度限制。在本次调查中,我们分析了利用数据的某些半规则性的多分辨率方法。这些方法产生了一些迄今为止最有效的系统。在为这些方法提供了简短的背景知识和动机之后,我们将重点介绍基于平铺块和嵌套规则网格,四叉树和三角叉树三角剖分的模型,以及基于聚类的方法。然后,我们讨论交互式地形可视化的LOD错误度量和系统级数据管理方面,包括动态场景管理,核外数据组织和压缩以及数值准确性。

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