[1]宋省身,全吉成,赵秀影,等.基于四叉树的缓存复用机制地形算法[J].计算机技术与发展,2014,24(02):46-49.
 SONG Xing-shen[],QUAN Ji-cheng[],ZHAO Xiu-ying[],et al.A Terrain Algorithm of Cache Reusing Mechanism Based on Quadtree[J].,2014,24(02):46-49.
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基于四叉树的缓存复用机制地形算法()
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《计算机技术与发展》[ISSN:1006-6977/CN:61-1281/TN]

卷:
24
期数:
2014年02期
页码:
46-49
栏目:
智能、算法、系统工程
出版日期:
2014-02-28

文章信息/Info

Title:
A Terrain Algorithm of Cache Reusing Mechanism Based on Quadtree
文章编号:
1673-629X(2014)02-0046-04
作者:
宋省身1全吉成1赵秀影1王宏伟1王宇2
1.空军航空大学 航空航天情报系;2.军事仿真技术研究所
Author(s):
SONG Xing-shen[1]QUAN Ji-cheng[1]ZHAO Xiu-ying[1]WANG Hong-wei[1]WANG Yu[2]
关键词:
大规模地形绘制细节层次缓存复用几何过渡
Keywords:
rendering of large terrainLODcache reusegeometry morph
分类号:
TP391.9
文献标志码:
A
摘要:
为了减少地形数据的冗余,实现缓存复用,在研究了Geo-CLipmap算法的基础上,针对其采用嵌套网格一次只能渲染单张高程图的方案,提出了一种块状四叉树的数据结构,同时分开存储节点的位置信息和高程信息,有效地减少了数据大小和数据交换,实现了顶点和索引缓存的复用;利用掩膜填充不同分辨率网格之间的缝隙,避免了加入光照后的几何失真,并使用几何过渡消除几何体的跳变。经过实验测试,该算法能有效地压缩数据量,在稳定帧速的情况下,实现地形的无缝渲染。
Abstract:
In order to decrease the redundancy in terrain data and reuse the cache,based on the research of Geo-Clipmap algorithm,which only renders single height map by using nested meshes,a data structure of chunk quadtree is proposed,which stores the position informa-tion and evaluation information of nodes separately,efficiently subtracting the size of datum and the transmittal between them by reusing vertex cache and index cache for rendering. By using masks filled in the seams between multiple resolution meshes,the algorithm success-fully avoids geometry aliasing under illumination,meanwhile,it eliminates popping by using geometry morphs. As the experiment shows, this algorithm can effectively compress the size of data and render terrain seamlessly while maintaining the frame rate smoothly.

相似文献/References:

[1]郝齐辉 谭同德 李润知 赵红领 王静.多属性递进网格快速生成算法研究[J].计算机技术与发展,2006,(11):44.
 HAO Qi-hui,TAN Tong-de,LI Run-zhi,et al.Research on High- Speed Algorithm to Generate Progressive Mesh with Multi- Attributes[J].,2006,(02):44.

更新日期/Last Update: 1900-01-01