期刊文献+

视点相关实时地形的生成方法 被引量:2

Real-time Generation of View-dependant Terrain Mesh
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摘要 实时地形生成在游戏、军事演习模拟和地理信息系统中应用广泛,该文通过采用良好的数据编码方式简化计算并提高cache命中率;通过误差控制机制保证不产生裂缝,从而利用了地形绘制过程中的并行性;采用快速的视见体裁剪方法获得了较好的性能。 Terrain generation has been widely used in games,simulations and GIS,etc. This paper uses efficient data layout to simplify refining algorithm and increase cache locality. With error propagation mechanism, it gets terrain mesh without crack, thus can parallel the tasks of refinement and rendering. Finally the autors utilize fast view frustum culling to achieve satisfying performance.
出处 《计算机工程》 CAS CSCD 北大核心 2002年第11期259-260,286,共3页 Computer Engineering
关键词 地形生成 交错四叉树编码方式 视见体裁剪 裂缝消除 计算机图形学 Terrain generation Interleaved quadtree View frustum culling Crack eliminating
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参考文献5

  • 1Lindstrom P, Pascucci V. Visualization of Large Terrains Made Easy. Proceedings of IEEE Visualization, 2001 被引量:1
  • 2Duchaineauy M, Wolinsky M. ROAMing Terrain: Real-time Optimally Adapting. Proceedings of IEEE Visualization 1997-11:81-88 被引量:1
  • 3Hoppe H. Smooth View-dependant Level of Detail Control and Its Application to Terrain Rendering. Proceedings of IEEE Visualization 1998-10:35-42 被引量:1
  • 4Rottger S, Heidrich W, Slusallek P, et al. Real-time Generation of Continuous Levels of Detail for Height Fields. Winter School in Computer Graphics (WSCG Proceedings) 98, 1998 被引量:1
  • 5Evans F, Skiena S S, Varshney A. Optimizing Triangle Strips for Fast Rendering. Proceedings of IEEE Visualization 1996, 1996-10:319-326 被引量:1

同被引文献12

  • 1P. Lindstrom, D. Koller, W. Ribarsky. Real-time,continuous level of detail rendering of height fields [A]. Proc. SIGGRAPH '96 [C]. New Orleans, Louisiana, USA, 1996, 109-118. 被引量:1
  • 2M. Duchaineau, M. Wolinsky, D. E. Sigeti. ROAMing Terrain:Real-time optimally adapting meshes [A]. Proc. Visualization '97 [C].Phoenix, Arizona, USA, 1997, 81-88. 被引量:1
  • 3[S. Rottger, W. Heidrich, P. Slusallek. Real-time generation of continuous levels of detail for height fields [A]. 6th Int. Conf. in Central Europe on Computer Graphics and Visualization'98 [C].University of West Bohemia, Campus Bory, Plzen - Bory, Czech Republic, 1998. 315-322. 被引量:1
  • 4H. Hoppe. View-dependent refinement of progressive meshes [A].Proc. SIGGRAPH '97 [C]. 1997, 189-198. 被引量:1
  • 5H. Hoppe. Smooth view-dependent level-of-detail control and its application to terrain rendering [A]. IEEE Visualization '98 [C].Research Triangle Park, North Carolina, USA, 1998, 35-42. 被引量:1
  • 6Jonathan Blow. Terrain Rendering Research for Games [A]. Slides for Siggraph2000 Course 39[C], New Orleans, Louisiana,. USA,2000. 被引量:1
  • 7Peter Lindstrom, Valerio Pascucci. Visualization of Large Terrains Made Easy [A]. IEEE Visualization 2001 [C]. San Diego, California,USA, 2001, 363-370, 574. 被引量:1
  • 8ZHAO Youbing, ZHOU Ji, SHI Jiaoying. A Fast Algorithm For Large Scale Terrain Walkthrough[A]. CAD/Graphics'2001[C].Kunming, China, 2001,22-24. 被引量:1
  • 9Lindstrom P, Koller D, Ribarsky W. Real-time, Continuous Level of Detail Rendering of Height Fields. Proc. SIGGRAPH '96, 1996: 109 被引量:1
  • 10Duchaineau M, Wolinsky M, Sigeti D E. ROAMing Terrain: Real-time Optimally Adapting Meshes. Proc. Visualization. '97,1997:81-88 被引量:1

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