A real-time rendering algorithm of large-scale three-dimensional terrain

被引:0
|
作者
Mu Zhi-hao [1 ]
Wang Xue-zhi [1 ]
Ren Xue-feng [1 ]
机构
[1] Artillery Acad, Nanjing Coll, Training Dept, Nanjing 211132, Jiangsu, Peoples R China
关键词
large-scale Three-dimensional terrain; view culling;
D O I
暂无
中图分类号
TP [自动化技术、计算机技术];
学科分类号
0812 ;
摘要
Rapid real-time rendering of large-scale 3D (three-dimensional) terrain is of great significance for the application. of. virtual reality, GIS, game making and many other fields. Most of the algorithms in the domestic mainly concentrate on the View-Dependent Continuous LOD (Level of Detail). This paper is a comprehensive and improvement of existing algorithms to achieve a simple, rapid 3D rendering of large-scale terrain. Making use of the procedure of quad-tree generating and adopting the classical thread-culling algorithm of midpoint-division, its view-culling is more precise and faster In error-control phrase, the introduction of pre-processing and error feedback and the proliferation of errors, accelerates the mapping of the terrain while ensuring the details of the performance. The algorithm produces good results and a higher frame rates and better rendering can be reached in an ordinary PC.
引用
收藏
页码:1438 / 1440
页数:3
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