原庆红, 韩燮. 基于视点的分块LOD大规模地形生成算法研究[J]. 微电子学与计算机, 2011, 28(6): 41-45.
引用本文: 原庆红, 韩燮. 基于视点的分块LOD大规模地形生成算法研究[J]. 微电子学与计算机, 2011, 28(6): 41-45.
YUAN Qing-hong, HAN Xie. Block-based Viewpoint Generation Algorithm for Large Scale Terrain LOD[J]. Microelectronics & Computer, 2011, 28(6): 41-45.
Citation: YUAN Qing-hong, HAN Xie. Block-based Viewpoint Generation Algorithm for Large Scale Terrain LOD[J]. Microelectronics & Computer, 2011, 28(6): 41-45.

基于视点的分块LOD大规模地形生成算法研究

Block-based Viewpoint Generation Algorithm for Large Scale Terrain LOD

  • 摘要: 针对虚拟战场环境仿真中构建大规模地形的速度问题, 介绍了一种基于视点和分块的LOD大规模地形生成算法, 能够快速地构建海量数据的地形模型.该算法首先对海量地形数据分块后以四叉树结构存储;然后应用简单的圆锥视景体快速裁剪地形块, 丢弃与视景体相离的地形块, 对于与视景体相交地形块剪裁出位于视景体内的四叉树结点.根据视点到节点距离和地形本身的粗糙度, 选用合适的LOD渲染地形, 最后应用基于视点的方法消除裂缝.在数据相同情况下, 该算法比四叉树算法减少约1/2时间, 并且更逼真地生成了大规模数据地形.本算法也可用于逆向工程设计中重建物体等问题.

     

    Abstract: Virtual battlefield environment simulation for construction of the speed of large-scale topography, have introduced a block based on viewpoint and the LOD terrain generation algorithm for large-scale, which can quickly build massive data terrain model.The algorithm first massive terrain data block after the quadtree storage.Then apply the simple cone visual terrain Rapid cutting block and apply the simple cone visual terrain rapid cutting block.Discarded and the visual bulk of the terrain from the block, the intersection of the terrain and visual body block cut out from the body in visual quadtree node.To the node depending on the view distance and the roughness of the terrain itself, choose the appropriate LOD terrain rendering, the final application of the method based on point of view to eliminate cracks.Experimental results show that the algorithm compared with Quadtrees can be reduced by about 1/2 hours, and to generate large-scale high-fidelity terrain data can be used for reconstruction of objects in reverse engineering design problems.

     

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