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一种新的全球海量地形实时绘制算法
引用本文:汪荣峰,廖学军. 一种新的全球海量地形实时绘制算法[J]. 测绘科学, 2013, 38(1): 130-132
作者姓名:汪荣峰  廖学军
作者单位:装备指挥技术学院试验指挥系,北京,101416
摘    要:本文为实现全球海量地形数据的实时可视化,提出了一种新算法。算法不使用几何数据而是利用球面特征进行地形多分辨率模型初建,然后基于视锥与节点关系对初建结果进行扩展来得到完整的地形网格。此外设计了能消除具有复杂邻接关系的节点间裂缝的拼接方式,构造了简洁的方法消除GPU32位浮点精度导致的"wob-bling"现象。实现的算法在普通微机上平均漫游速度达每秒95帧以上。

关 键 词:全球四叉树  海量数据  球面  视锥  裂缝消除

A new real-time rendering algorithm of global massive terrain
WANG Rong-feng,LIAO Xue-jun. A new real-time rendering algorithm of global massive terrain[J]. Science of Surveying and Mapping, 2013, 38(1): 130-132
Authors:WANG Rong-feng  LIAO Xue-jun
Affiliation:(Department of Testing and Command,Academy of Equipment Command & Technology,BeiJing 101416,China)
Abstract:A new algorithm was put forward to implement real-time visualization of global massive terrain data in the paper.Firstly,primary constructed method of multi-resolution terrain model was brought forward,which doesn't need geometric data,followed by expanding method for primary model based on relation between view frustum and quadtree node.Secondly,a joint method was designed to crack elimination between nodes which have complex neighboring relations.Finally,a simple technique was applied to overcome wobbling problem caused by 32-bit single precision floating point of graphics processing unit.The average walkthrough rate of global terrain exceeds 95 fps.
Keywords:global quadtree  massive data  spherical surface  view frustum  crack elimination
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