摘要
给出了传统几何建模理论与分形理论相结合的地形生成算法来进行地形绘制。分形理论中的随机中点位移法能够随着迭代深度的加大生成地形的细节,传统的三角剖分与高斯小波函数插值可以保证构造地形表面的真实感。将这两种方法结合,可以充分发挥这两种算法的优点,既可以控制地形的真实感,又能显示地形的细节。实验结果表明,该算法实现简单,真实度高,适用于大规模地形的三维可视化。
Construction of 3D Terrain is an important part of the 3D scene. This paper introduces an algorithm for terrain generation which is based on perfect combination of traditional geometric modeling theory and fractal theory. By means of random midpoint displacement algorithm, the more iteration level is used, the more richer details of terrain surface can be displayed and traditional triangulation and Ganssian wavelet function interpolation can be used to control the reality of the terrain surface. According to this, the study based on the combination of the two methods establishes a model of terrain surface, which can both control the macro - shape of terrain and represent abundant details of terrain surface. The experimental results show that the method is simple, realistic and suitable for the large - scale 3D terrain visualization.
出处
《微计算机应用》
2009年第2期68-72,共5页
Microcomputer Applications
基金
辽宁省自然科学基金(20052211)资助项目