摘要
针对大规模地形动态漫游提出实现流程和算法框架,基于分层分块地形LOD组织存储策略完成数据预处理,绘制阶段提出视点相关的地形调度和简化算法,利用多线程处理机制进行地形块裁剪和内外存数据交换,借助GPU硬件实现场景加速绘制算法,并提出分块地形和纹理数据的无缝拼接策略。真实数据实验的算法比较和性能测试结果表明,该方法具有支持数据量大,绘制效率高、实用性强等特点。
This paper proposed a dynamic and seamless rendering scheme for large scale terrain based on LOD terrain tiles,used multi-resolution terrain for view-dependent data control and grid simplification,and employed multi-thread mechanism for visibility clipping and data exchange between memory and disk,at the same time,used an accelerating technique based on GPU for scene rendering,and proposed a seamless combination algorithm between tiles of terrain and texture.Experimental results of real scenes and comparisons with traditional method demonstrate the feasibility,efficiency and practicality of our me-thod.
出处
《计算机应用研究》
CSCD
北大核心
2012年第1期369-372,385,共5页
Application Research of Computers
基金
总后勤部优秀青年科技人才扶持对象专项基金资助项目(2010807)
关键词
地形绘制
大规模
无缝拼接
多线程处理
视点相关
terrain rendering
large scale
seamless combination
multi-thread processing
view dependent