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1.
大规模地形实时绘制算法   总被引:8,自引:3,他引:5  
该文提出一种适合大规模地形实时绘制的简单高效的LOD简化算法。该算法使用一种紧凑有效的规则网格表示方法,优化网格节点的数目,减少可视化过程中的计算量,降低额外内存开销。探讨该算法相关的数据组织、视域裁剪、LOD层次选择、裂缝消除、三角形化等关键问题。实验结果表明,该算法实现简单,内存开销较少,CPU耗费小,对图形卡要求低,能够在普通机器上实现大规模地形的实时漫游。  相似文献   

2.
虚拟地形环境在游戏、仿真、虚拟现实等领域有广泛的应用,在网络环境下如何进行海量地形数据的三维表达与传输是目前研究的重点。基于对等思想提出一种适合大规模地形漫游的分布式网络结构,充分发挥客户机的作用,从而有效地减少服务器负载,采用多点下载数据,提高地形数据的传输速度。同时研究该网络结构下多点下载模型、数据预处理、数据流程和视点相关的LOD简化算法,实现网络环境下大规模地形实时漫游。实验结果表明,在分布式网络环境下,该文中提出的方案可实现大规模地形实时漫游。  相似文献   

3.
一种基于TIN的地形剖面线生成算法   总被引:3,自引:1,他引:3  
在目前已有基于规则格网(Grid)生成地形剖面线的基础上,提出了一种适用于不规则三角网(TIN)的剖面线生成算法。该算法充分利用TIN中各三角形间存在的拓扑关系,实现了与剖面线相交三角形的快速搜索,大大提高了算法的执行效率。由于地形简化后的TIN仍保留三角形间的拓扑关系,该剖面线生成算法还适用于多分辨率的海量TIN数据。  相似文献   

4.
将地貌综合的三维Douglas-Peucker方法引入地形LOD中,通过构建Quad_TIN模型,结合离散点的全局重要性分级、地形块的四叉树模型构建、高效的可见性判断及增量更新等策略,提出一种大规模地形实时动态显示的新算法。实验结果表明,在保证地形的自适应快速、逼真显示的前提下,可大大扩展三维Douglas-Peucker和Quad_TIN的适用范围及运算效率,为海量三维场景的逼真快速重构提供了现实可能性。  相似文献   

5.
地貌演化等地表过程的分析模拟实时产生系列地形数据,该动态过程的可视化对性能要求较高,传统基于预处理的方法计算量大、绘制延迟明显。面向大规模动态地形可视化,提出一种LOD预处理与实时更新相结合的混合调度技术,基于场景图对动态地形LOD建模与组织,建立多线程模型实现地形瓦片的动态更新和绘制。对于每次迭代计算产生的新地形,该方法以LOD瓦片的动态调度替代传统的静态预处理方法,与地表过程计算同步更新瓦片,且仅重新计算和渲染当前视域和分辨率下地形发生变化的局部瓦片,通过LOD的局部动态更新避免可视化数据的全局重新生成,显著降低过程模型计算和结果更新对渲染过程的影响,提高整体的可视化性能。  相似文献   

6.
为了从格网剖分结构上解决分块LOD(Level Of Details)模型中复杂的块内、块间裂缝问题,避免目前裂缝消除方法的缺陷,该文提出一种基于多分辨率半边结构的分块LOD模型无缝表达方法。首先,引入多分辨率组合映射理论,给出基于多分辨率半边的菱形块多尺度表达的基本方法,包括菱形块剖分方法和编码方法;在此基础上,提出块内、块间格网无缝表达机制,设计并实现了基于菱形块的全球地形动态LOD管理机制;最后,应用C语言和DirectX工具,开发了相应的可视化实验系统。实验表明:该方法从格网剖分结构上解决了全球地形分块LOD模型中的块内、块间裂缝问题;与传统方法相比,其不需要限制相邻格网的剖分层差,简化效率更高,且无地形失真。  相似文献   

7.
不规则三角网(TIN)可以逼真的模拟地形表面,因此被广泛应用于地学领域。Delaunay三角剖分算法是构建TIN网的最优算法,该文对传统Delaunay三角网构建算法进行分析,提出了一种针对大规模离散数据点生成TIN的高效合成算法。该算法首先根据离散点的分布位置和密度对其进行四叉树区域划分;然后以每个叶子节点的边界四边形为凸包,采用逐点插入法构建三角网;最后采用顶点合并法自底向上合并具有相同父节点的4个子节点,生成Delaunay三角网。实验结果表明,该算法时间复杂度较低,有效提高了TIN网的构建效率。  相似文献   

8.
一种快速地形纹理生成和虚拟漫游方法   总被引:3,自引:1,他引:2  
复杂场景的大范围、高分辨率纹理的快速漫游是虚拟现实、GIS、仿真等领域的关键技术与难点。DEM是对地形地貌的数字描述和模拟,利用DEM数据生成可视化地形,可以更好的描述特定区域的地形特征,通过对特定区域中模型的纹理生成和映射,配合光照、大气等区域内自然场景的建模技术,可生成较为逼真的真实场景。基于OpenGL编程进行DEM地形可视化是实现地形实时漫游的方法之一,利用层次细节模型降低场景复杂度以提高漫游帧速率是该类系统中的常用方法,由于场景复杂度问题,不同的系统在具体算法实现中采用的方法也不尽相同。本文以一个虚拟校园为例,针对DEM数据转换和LOD模型面临的问题,给出了特定场景的LOD模型数据处理思想和纹理快速纹理生成、匹配、映射算法。同时给出虚拟实时漫游中第一人称漫游和飞行漫游的一般方法,讨论了在Windows环境下使用OpenGL进行虚拟漫游的基本步骤。提出了一种新的根据场景特点快速生成和映射纹理途径。结果表明,该方法在保证真实感条件情况下达到了满意的实时漫游效果。  相似文献   

9.
大规模地形漫游中的实时LOD算法研究   总被引:10,自引:1,他引:9  
大规模地形漫游在游戏、仿真、虚拟现实等领域有着广泛的应用。该文在总结现有地形简化算法的基础上,提出了一种基于动态调度的地形块内视点相关二叉树简化算法,有效地简化地形,实现大规模场景的实时漫游。  相似文献   

10.
基于山地灾害动态过程仿真需要的考虑,并针对该动态过程仿真时渲染数据量过大所造成的实时性较差的问题,提出了利用改进的三角形二叉树LOD算法实现地形三维建模与可视化的方法。算法对山地地形数据进行了分层和分块的预处理,用三角形二叉树表示地形网格,并结合视点和局部地形的粗糙程度,动态的载入所需的地形块和释放无用的地形块,使得内存中的地形数据维持在一定范围内。实验结果表明;在对地形渲染不失真的前提下,本方法能够有效地提高地形绘制的效率,可应用到大规模山地地形的三维建模与可视化中去,为整个山地灾害的动态过程仿真奠定了良好的基础。  相似文献   

11.
Hybrid digital terrain models combine terrain data with different topologies and resolutions. Cartographic digital terrain models are typically composed of regular grid data that can be locally refined by adding a Triangulated Irregular Network (TIN) that represents morphologically complex terrain parts. Direct rendering of both datasets to visualize the digital terrain model generates discontinuities, as the meshes are disconnected. The utilization of complete/partial precomputed tessellation solutions solves the problem of quality, but limits the applicability of the representation to models with a fixed relative position between datasets. In this paper, we present a new scheme for hybrid terrain representation that permits the dynamic generation of the adaptive tessellation required to join the grid and TIN models. Our proposal permits the dynamic modification of the relative position between datasets. This increases the representation capabilities for those applications where this property is interesting as, for example, urban and landscape planning applications. The algorithm we propose is based on the identification of convex areas on the TIN and the efficient generation of triangles to join the models based on this convex structure. As a result, high quality models without discontinuities are obtained, increasing the flexibility of previous solutions based on fixed precomputations.  相似文献   

12.
Terrain rendering is a crucial part of many real-time applications. The easiest way to process and visualize terrain data in real time is to constrain the terrain model in several ways. This decreases the amount of data to be processed and the amount of processing power needed, but at the cost of expressivity and the ability to create complex terrains. The most popular terrain representation is a regular 2D grid, where the vertices are displaced in a third dimension by a displacement map, called a heightmap. This is the simplest way to represent terrain, and although it allows fast processing, it cannot model terrains with volumetric features. Volumetric approaches sample the 3D space by subdividing it into a 3D grid and represent the terrain as occupied voxels. They can represent volumetric features but they require computationally intensive algorithms for rendering, and their memory requirements are high. We propose a novel representation that combines the voxel and heightmap approaches, and is expressive enough to allow creating terrains with caves, overhangs, cliffs, and arches, and efficient enough to allow terrain editing, deformations, and rendering in real time.  相似文献   

13.
Multi‐resolution terrain models are an efficient approach to improve the speed of three‐dimensional (3D) visualizations, especially for terrain visualization in Geographical Information Systems (GIS). As a further development to existing algorithms and models, a new model is proposed for the construction of multi‐resolution terrain models in a 3D GIS. The new model represents multi‐resolution terrains using two major methods for terrain representation: Triangulated Irregular Network (TIN) and regular grid (Grid). In this paper, first, the concepts and formal definitions of the new model are presented. Second, the methodology for constructing multi‐resolution terrain models based on the new model is proposed. Third, the error of multi‐resolution terrain models is analysed, and a set of rules is proposed to retain the important features (e.g. boundaries of man‐made objects) within the multi‐resolution terrain models. Finally, several experiments are undertaken to test the performance of the new model. The experimental results demonstrate that the new model can be applied to construct multi‐resolution terrain models with good performance in terms of time cost and maintenance of the important features. Furthermore, a comparison with previous algorithms/models shows that the speed of rendering for 3D walking/flying through has been greatly improved by applying the new model.  相似文献   

14.
Hybrid terrain models combine large regular data sets and high-resolution irregular meshes [triangulated irregular network (TIN)] for topographically and morphologically complex terrain features such as man-made microstructures or cliffs. In this paper, a new method to generate and visualize this kind of 3D hybrid terrain models is presented. This method can integrate geographic data sets from multiple sources without a remeshing process to combine the heterogeneous data of the different models. At the same time, the original data sets are preserved without modification, and, thus, TIN meshes can be easily edited and replaced, among other features. Specifically, our approach is based on the utilization of the external edges of convexified TINs as the fundamental primitive to tessellate the space between both types of meshes. Our proposal is eminently parallel, requires only a minimal preprocessing phase, and minimizes the storage requirements when compared with the previous proposals.  相似文献   

15.
With the extensive application of virtual geographic environments and the rapid development of 3D visualization analysis, the rendering of complex vector lines has attracted significant attention. Although there are many rendering algorithms in 3D geographic information system (GIS), they are not sufficiently flexible to meet the requirements for rendering linear symbols composed of diverse colors and shapes. However, the interactive rendering of a scene and the accuracy of the symbols are important components for large-scale, complex vector lines. In this paper, we propose a graphics processing unit (GPU)-accelerated algorithm for rendering linear symbols on 3D terrain. Symbol rendering is embedded within the terrain-rendering process, and vector lines are encoded in a 3D texture and then transferred to the GPU. A set of visual properties are used to enrich the expression of symbols with the help of geometric operations in the fragment shader. A series of experiments demonstrate that the proposed method can be utilized for drawing various pixel-exact linear symbols and can achieve real-time rendering efficiency.  相似文献   

16.
建设三维城市模型(3DCM)首先需要建立场景所需的海量地形地物空间数据库,从而有效组织三维实体数据来满足大范围高精度场景实时绘制的要求.该文提出一种以三维空间实体为单位的基于关系数据库(RDBMS)的3DCM的几何与纹理数据一体化管理方法.采用Direct3D 9.O三维开发平台、C#编程语言实现了3DCM空间数据库模型管理系统.实验证明:该系统在效率、安全、网络多用户访问方面都优于传统基于文件的管理模式,满足了大范围3DCM海量模型数据管理与应用需求.  相似文献   

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