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基于LOD的三维作战地形实时渲染技术的研究
引用本文:郑海鸥,李鹏,王东.基于LOD的三维作战地形实时渲染技术的研究[J].计算机仿真,2006,23(11):188-192.
作者姓名:郑海鸥  李鹏  王东
作者单位:防空兵指挥学院,河南,郑州,450052
摘    要:与视点相关的三维作战地形实时渲染技术一直是作战仿真领域的热点问题之一。三维作战地形渲染的主要问题是如何缩减三角形的数目问题。该文采用了一种基于四叉树的LOD算法,根据与视点以及和地形本身起伏程度相关的技术来决定地形应有的细节程度,然后递归的分割四叉树的每一个节点,直到到达需要的细节程度,从而较好地解决了实时渲染过程中的三角形数目问题。通过仿真试验,在保证渲染速度的前提条什下,该方法有效地实现了作战仿真系统中实时地形的漫游和不同视场的条件下的地形细节显示。并且具有较高的视觉真实程度。

关 键 词:层次细节  四叉树  三维地形  实时渲染
文章编号:1006-9348(2006)11-0188-05
收稿时间:2005-06-01
修稿时间:2005年6月1日

Technique of Three-Dimensional Battle Terrain's Real-Time Rendering Based on LOD
ZHENG Hai-ou,LI Peng,WANG Dong.Technique of Three-Dimensional Battle Terrain''''s Real-Time Rendering Based on LOD[J].Computer Simulation,2006,23(11):188-192.
Authors:ZHENG Hai-ou  LI Peng  WANG Dong
Affiliation:Air Defence Forces Command Academy, Zhengzhou Henan 450052, China
Abstract:The technique of three-dimensional battle terrain's real-time rendering,which has relation with viewpoint,has long been one of the hotspots in the battle-simulating area.Its key problem is how to reduce the triangular numbers.In this article,a LOD algorithm based on the quad-tree,which is connected with viewpoints and undulate degree of the terrain itself,is used to decide the terrain's details degree,then recursive to subdivide every node to needed detail,so as to ensure triangular numbers being needed in rendering.Being tested in the simulating experimentation,this algorithm is proved to have the ability to ensure the battle terrain's roaming and the scene displaying under different viewpoint conditions in the battle-simulating system and the rendering speed and to effectively improve the visual facticity of scene.
Keywords:LOD  Quad - tree  Three - dimensional terrain  Real - time rendering
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