Abstract:
Aimming at the contradiction between fast incremental terrain data scale and graphic hardware processing capacity, this paper proposes a research on realistic rendering technology for large-scale terrain. It is based on the quadtree Level of Detail(LOD) algorithm for large-scale terrain rendering, and gives the storage structure for the terrain quadtree. According to stadia and terrain roughness of double standard to determine the level of detail node. It provides a method which use skirt to mend the cracks cased by different resolution of adjacent node. Experimental results show that the technology can perform reality rendering of the sense and large-scale terrain data management in real time fast.
Key words:
terrain visualization,
Level of Detail(LOD),
quadtree,
terrain roughness,
node evaluation
摘要: 针对快速增长的数据规模和计算机图形硬件处理能力之间的矛盾,对大规模地形真实感渲染技术进行研究。采用基于四叉树的层次细节算法渲染大规模地形,设计四叉树地形的存储结构,以视距和地形粗糙度的双重标准确定地形节点的细节程度,给出利用裙边修补裂缝的方法。实验结果表明,该技术能快速实时地完成大规模地形数据的调度和场景的真实感渲染。
关键词:
地形可视化,
层次细节,
四叉树,
地形粗糙度,
节点评价
CLC Number:
LONG Xi-Hua, JIN Yu-Ping, SONG Yong-Li. Research on Realistic Rendering Technology for Large-scale Terrain[J]. Computer Engineering, 2012, 38(7): 260-262.
龙熙华, 靳玉萍, 宋勇利. 大规模地形真实感渲染技术研究[J]. 计算机工程, 2012, 38(7): 260-262.