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计算机工程 ›› 2011, Vol. 37 ›› Issue (16): 218-220. doi: 10.3969/j.issn.1000-3428.2011.16.074

• 图形图像处理 • 上一篇    下一篇

基于四叉树的分形地形实时动态生成算法

王洪瑞 1,2,陈伟磊 1,刘秀玲 2   

  1. (1. 燕山大学河北省工业计算机控制工程重点实验室,河北 秦皇岛 066004;2. 河北大学电子信息工程学院,河北 保定 071002)
  • 收稿日期:2011-03-11 出版日期:2011-08-20 发布日期:2011-08-20
  • 作者简介:王洪瑞(1956-),男,教授、博士生导师,主研方向:虚拟现实,图像处理;陈伟磊,硕士研究生;刘秀玲,副教授、博士
  • 基金资助:

    科技部国际科技合作基金资助项目(2008DFR10530);河北省科技厅科技支撑计划基金资助项目(08243531D)

Real-time Dynamic Generation Algorithm of Fractal Terrain Based on Quadtree

WANG Hong-rui  1,2, CHEN Wei-lei 1, LIU Xiu-ling  2   

  1. (1. Key Lab of Industrial Computer Control Engineering of Hebei Province, Yanshan University, Qinhuangdao 066004, China; 2. College of Electronic and Information Engineering, Hebei University, Baoding 071002, China)
  • Received:2011-03-11 Online:2011-08-20 Published:2011-08-20

摘要: 介绍一种结合分形算法与四叉树算法生成动态随机地形的新方法,并提出一种融合地形中点位移法及四叉树递归分割算法的实时优化算法,利用可见性剔除的简化策略和三角形扇的数据简化存储方式,解决地形绘制的裂缝、突跳问题,采用纹理混合贴图方式的渲染方法实现该层次细节模型的地形渲染。通过对该算法的实现和优化,在保证一定地形环境的视觉真实程度前提下,减少开销,从而达到提高实时渲染速度的目的。

关键词: 地形, 分形, 四叉树, 裂缝, 可见性剔除, 三角扇

Abstract: In this paper, a new method of fractal algorithm combined with the quadtree algorithm is introduced to generate random dynamic terrain. Combined with midpoint displacement method and quadtree recursive partitioning algorithm, terrain generation is optimized. Simplified visibility culling strategies and data storage approach of triangle fans are used. Crack and popping problems are sovled in the terrain generation process. Texture blending technique are used to implement terrain rendering of the level of detail model. By this algorithm implementation and optimization, under the premise of guaranteeing that it is in a certain terrain visual realism effect, this method reduces expenses and achieves the purpose of improving real-time rendering speed.

Key words: terrain, fractal, quadtree, crack, visibility culling, triangle fan

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