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基于四叉树剖分的LOD地形绘制算法

A LOD Terrain Rendering Algorithm based on Quad-tree

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【作者】 张淑军陈芳周忠

【Author】 ZHANG Shu-jun,CHEN Fang,ZHOU Zhong (State Key Laboratory of Virtual Reality Technology and Systems,School of Computer Science and Engineering, Beihang University,Beijing 100083,China)

【机构】 虚拟现实技术与系统国家重点实验室北京航空航天大学计算机学院

【摘要】 针对三维游戏中室外场景渲染消耗内存大、效率低的问题,提出了一种基于四叉树剖分的LOD(层次细节)地形绘制算法,实现了地形多分辨率网格绘制。采用将共事顶点唯一存储的四叉树网格表示方法,并利用过程纹理合成技术实现地形的多纹理映射,模拟地表多种地貌混合的真实效果。实验结果验证了本文算法在内存占用、绘制速率和真实感上都优于Lindstrom算法。

【Abstract】 In order to solve the problem of high ram space cost and low efficiency in outdoor scenery rendering in 3D games, a LOD(Level of Detail) terrain rendering algorithm based on quad-tree was proposed and multi-resolution terrain mesh rendering was realized.A method of quad-tree grid was used which stored sharing vertexes exclusively.The technique of procedural texture synthesis was applied into multi-texture mapping to simulate the real terrain effect including various physiognomies.Experimental results proved that the algorithm is better than Lindstrom’s in space,efficiency and reality.

【基金】 中国博士后科学基金资助项目(20070420289);国家863计划项目(2006AA01Z331);国家自然科学基金项目(60603084)
  • 【文献出处】 系统仿真学报 ,Journal of System Simulation , 编辑部邮箱 ,2008年S1期
  • 【分类号】TP391.41
  • 【被引频次】19
  • 【下载频次】246
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