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基于瓦片数据结构的大规模地形构建与显示
引用本文:马静谨,马秋禾,郑浩,邹晓亮.基于瓦片数据结构的大规模地形构建与显示[J].测绘科学与工程,2007,27(1):34-36,51.
作者姓名:马静谨  马秋禾  郑浩  邹晓亮
作者单位:[1]解放军信息工程大学测绘学院在读研究生 [2]不详
摘    要:地形漫游在仿真、模拟、虚拟现实、游戏等领域都有广泛的应用,但其大规模地形实时动态绘制的速度和质量一直是一个难点。文章主要分析了地形场景数据管理与实时调度、视相关多层次细节模型与可见性判断以及分层数据组织与瓦片数据绘制等关键问题。在研究多种层次算法的基础上,提出了一种实时高帧率绘制大规模地形的瓦片重组数据结构的方法,并改进了视景体裁切重组地形数据的方法。实验结果表明该方法在保持地形逼真的情况下,有很好的绘制网格帧率和实时动态交互的效果。

关 键 词:瓦片数据  细节分层  视相关  视景体裁切

A Fast Algorithm Based on Tiles Terrain Data Structure for Large Scale Terrain Constructing and Rendering
Ma Jingjin, Ma Qiuhe ,Zheng Hao ,Zou Xiaoliang.A Fast Algorithm Based on Tiles Terrain Data Structure for Large Scale Terrain Constructing and Rendering[J].Geomatic Science and Engineering,2007,27(1):34-36,51.
Authors:Ma Jingjin  Ma Qiuhe  Zheng Hao  Zou Xiaoliang
Abstract:Terrain walkthrough has been widely used in games, VR, simulations and GIS, etc. But real -time dynamic rendering the large scale terrain meshes always is a difficulty. In this paper, some key problems including management and real - time attempering scene data, view - dependent LOD model, judging of node visibility, hierarchy data organization and tiles data rendering are mainly analyzed. In this paper, a real - time large scale terrain rendering algorithm high frames based on tiles terrain and reconstruction data structure is presented, which relies on thorough research into existing hierarchy algorithms. In addition, a reconstruction terrain data structure and view frustum culling is improved. Some experiments prove that this method can work well.
Keywords:
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