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Computer Engineering ›› 2009, Vol. 35 ›› Issue (2): 268-270. doi: 10.3969/j.issn.1000-3428.2009.02.094

• Developmental Research • Previous Articles     Next Articles

Real-time Algorithm for Large-scale Terrain Rendering Based on Triangle Bintree

LIN Ji-cheng, WAN Wang-gen, ZHOU Jun-wei, TAN Xiao-hui   

  1. (School of Communication and Information Engineering, Shanghai University, Shanghai 200072)
  • Received:1900-01-01 Revised:1900-01-01 Online:2009-01-20 Published:2009-01-20

基于三角形二叉树的实时大规模地形渲染算法

林继承,万旺根,周俊玮,谭小辉   

  1. (上海大学通信与信息工程学院,上海 200072)

Abstract: This paper presents an algorithm for large-scale terrain rendering. It splits the terrain into several patches, and uses triangle bintrees to represent terrain meshes. At run time, it updates terrain meshes by forced split and forced merge operations, which can take the advantage of frame-to-frame coherency and automatically avoid cracks. Experimental result shows that this algorithm can efficiently improve the performance of ROAM algorithm and can be used in real-time walkthroughs in large-scale terrain at high frame rates.

Key words: terrain rendering, ROAM algorithm, triangle bintree, forced split, forced merge

摘要: 提出一种大规模地形渲染算法,对大规模地形进行分块,用三角形二叉树表示地形网格,在实时漫游中,通过强制分割和强制合并实时更新网格,充分利用帧与帧之间的连贯性并自动避免裂缝。实验结果表明,该算法可以有效提高ROAM算法性能,能以较高帧速实现大规模地形的实时漫游。

关键词: 地形渲染, ROAM算法, 三角形二叉树, 强制分割, 强制合并

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