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计算机工程 ›› 2007, Vol. 33 ›› Issue (06): 219-221. doi: 10.3969/j.issn.1000-3428.2007.06.077

• 多媒体技术及应用 • 上一篇    下一篇

一种基于外存的地形实时绘制方法

杜剑侠1,战守义2,李凤霞2   

  1. (1. 北京服装学院计算中心,北京 100029;2. 北京理工大学计算机学院,北京100081)
  • 收稿日期:1900-01-01 修回日期:1900-01-01 出版日期:2007-03-20 发布日期:2007-03-20

Out-of-core Rendering of Terrain’s in Real-time

DU Jianxia1, ZHAN Shouyi2, LI Fengxia2   

  1. (1. Dept. of Computer Center, Beijing Institute of Clothing Technology, Beijing 100029; 2. Dept. of Computer Science and Technology, Beijing Institute of Technology, Beijing 100081)
  • Received:1900-01-01 Revised:1900-01-01 Online:2007-03-20 Published:2007-03-20

摘要: 为了解决地形模型由于受内存限制而无法进行实时绘制的问题,提出了一个有效的基于外存的海量地形数据实时可视化框架,该框架由三层体系结构构成:管理层,调度层,自适应LOD活动地形渲染层。利用该框架进行海量地形的实时绘制,理论上可以达到绘制速度与地形规模基本无关。文章给出了该框架的一个实现,并通过对36块具有500万个三角片的地形进行测试,可以达到25帧/秒的实时绘制速率,验证了该框架的有效性。

关键词: 基于外存, 多分辨率, 自适应地形对象, 调度

Abstract: Real-time rendering is limited by the capacity of memory when the terrain’s scale is very large. To break the restriction of memory, an efficient framework is presented to settle the real-time rendering of out-of-core terrain’s. The framework is made up of 3 layers: management, scheduler, real-time rendering. In theory, the rendering rate is almost independent of the terrain’s scale. An examination on the terrain which has 5 millions triangles proves the framework is validate and efficient, in which the rendering rate can attain 25 fps.

Key words: Out-of-core, Multi-level of detail, Adaptive terrain object, Scheduler