多进制小波和二叉树实现大规模地形的实时漫游
Real-time Massive Terrain Rendering Using M-Band Wavelet and Binary Tree
-
摘要: 针对大规模地形的实时绘制是三维可视化领域中研究的热点和难点,提出一种视相关的、基于M(M≥ 2)进制小波压缩和二叉树分块的优化算法,来构建地形多分辨率模型 该算法给出了一种依赖于地形的起伏状况、视点位置和视距的数据压缩和网格剖分的方法,并且解决了不同尺度结点间的“裂缝”问题 实验表明,该算法具有消耗内存少、建模速度快、保真性好等优点,可以在PC机上实现大规模地形的实时交互式漫游.Abstract: Massive terrain rendering is one of the difficult problems and hotpots in the visualization field. An algorithm is put forward to create view-dependent, multi-resolution terrain models based on M-band wavelet and binary triangle tree in this paper. The algorithm provides a method of data compression and grid splitting depending on the ground gradient, viewpoint and view sight. Experiments indicate that the algorithm demands much smaller memory, creates terrain fast and generates less error. The algorithm also overcomes the ‘crack’ caused by the resolution difference among neighboring terrain blocks. Walkthrough of massive terrain on PC is implemented using the method described in the paper.
下载: