摘要
在大规模地形实时绘制时,地形规模越大,帧速率越小,渲染速度越慢,影响了漫游者在虚拟空间中的沉浸感。基于此,提出一种基于埃尔米特运动预测的地形实时绘制方法。采用埃尔米特插值算法进行视点运动预测,提前加载下一视点位置及视线方向的地形数据,减少实时绘制时的动态加载量,有效提高帧速率,避免漫游过程中画面停滞的现象;该算法计算量较小,稳定性相对其它算法较高,在取适当步长的情况下,能获得期望的精度,不会出现龙格现象。实验结果表明,在大规模地形的实时绘制时,该方法帧速率变化小,在保证渲染画面平滑和地形绘制实时性的同时,提高了地形渲染速度,避免了视觉上的跳跃感。
Small frame rates affect the immersion of the roamer in the virtual space,because the terrain data are too large in real-time rendering.Based on this?the method of viewpoint prediction based on Hermite was proposed.Hermite interpolation algo-rithm was used to predict viewpoint movement,so that the frame rate was improved effectively and the rendering was steady.Compared with other algorithms?this method is more stable,and its calculation is smaller.The Runge phenomenon is avoided when an appropriate step size is chosen.The experimental results show that the variation of frame rates is small when rendering the large-scale terrain,and the rendering is steady.
作者
高保禄
高锐军
王倩
窦明亮
张冰
GAO Bao-lu;GAO Rui-jun;WANG Qian;DOU Ming-liang;ZHANG Bing(College of Computer Science and Technology, Taiyuan University of Technology, Taiyuan 030024, China)
出处
《计算机工程与设计》
北大核心
2017年第2期483-487,556,共6页
Computer Engineering and Design
基金
虚拟现实技术与系统国家重点实验室开放基金项目(BUAA-VR-15KF-17)
关键词
地形
埃尔米特算法
运动预测
龙格
实时绘制
terrain
Hermite interpolation
motion prediction
Runge
real-time rendering