基于四叉树的大规模地形的生成算法
An algorithm for large-scale terrain generation based on quadtree
-
摘要: 提出了一种基于四叉树的多分辨率地形模型生成算法.该算法将视点相关、地势起伏等因素纳入细节层次的评价标准中,并在地形生成的过程中根据节点细分和渲染的规律,提出了合适的裂缝消除方法.地形绘制采用了视景裁剪、背面裁剪、三角扇形和静态数据预存等优化显示技术.实验结果表明,该算法能够快速实现大规模地形的实时可视化.Abstract: An algorithm for multi-resolution terrain model generation based on quadtree was put forward.This algorithm took elements as view-dependent and terrain relief into the evaluation standards for level of detail and raised appropriate methods to remove cracks in the course of terrain generation according to the law of node partition and rendering.In drawing terrain,optimized display technologies were used such as frustum culling,backface culling,triangle fan and static data storage.Test results showed that this algorithm could rapidly realize the real-time visualization of large-scale terrain.
-
Key words:
- three-dimensional terrain /
- quadtree /
- view-dependent /
- multi-resolution model
-
-
[1]
Lindstrom P,Pascucci V.Terrain simplification simplified:a general framework for view-dependent out-of-core visualization[J].IEEE Transaction on Visualization and Computer Graphics,2002,8(3):239.
-
[2]
Hoppe H.Smooth view-dependent level-of-detail control and its application to terrain rendering[C] // Proceedings of Visualization’98,NC:IEEE,1998:35.
-
[3]
李胜,冀俊峰,刘学慧,等.超大规模地形场景的高性能漫游[J].软件学报,2006,17(3):535.
-
[4]
Cignoni P,Ganovelli F,Gobbetti E,et al.Planet-sized bat-ched dynamic adaptive meshes(P-BDAM)[C] //Proceedings of the 14th IEEE Visualization,Seattle:IEEE,2003:147.
-
[5]
谭力恒,魏迎梅.基于区块自适应网格的全球地形快速绘制算法[J].系统仿真学报,2012,24(1):146.
-
[6]
Losasso F,Hoppe H.Geometry clipmaps:terrain rendering using nested regular grids[J].ACM Transaction on Graphics,2004,23(3):769.
-
[7]
李晨辉,王长波.基于层次划分的大规模LOD地形绘制[J].东华大学学报:自然科学版,2010,36(4):351.
-
[1]
-
点击查看大图
计量
- PDF下载量: 63
- 文章访问数: 2436
- 引证文献数: 0

下载: