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1.
针对海量地形数据无法一次性载入内存进行实时渲染的问题,本文提出一种高效的大规模地形场景实时可视化方法。该方法对GeoMipMaps算法进行了改进,利用地形数据分块技术和多线程技术来实现数据的动态调度。同时,利用LOD技术和视域剔除技术减少需要绘制的三角形数量;运用VBO技术将经常使用且不频繁变动的数据保存在显存中,避免大量数据在渲染时频繁地从内存传输到显存,从而达到实时渲染的效果。实验结果表明,该方法能有效地提高地形漫游的效率和可视化结果,实时地生成大规模地形。  相似文献   

2.
一种基于二叉树结构的大规模地形实时渲染方法   总被引:1,自引:2,他引:1  
曾俊  陈天泽  匡纲要 《计算机仿真》2004,21(11):177-180
对于大规模地形而言,地形场景的实时动态渲染一直是人们关注的重点。该文在充分研究现行场景实时加速绘制算法的基础上提出了一种基于二叉树结构视相关的动态多层次细节地形渲染算法。文章主要分析了地形场景数据管理与实时调度、视相关多层次细节模型与可见性判断以及网格三角化中的裂缝处理等关键问题,并给出了相应的解决方法,最后改进了一种视相关节点重要性度量准则来进行帧频控制。实验结果表明该方法在保持地形场景逼真的情况下,有很好的帧稳定性,较好地实现了大规模地形的实时动态渲染。  相似文献   

3.
对已有算法进行了综述,并针对数据动态调度、自适应网格模型的生成以及数据的组织与数据裁剪等方面进行了研究并提出改进方法,设计了一种基于GPU编程实现的大规模地形场景的实时绘制与漫游算法。利用GPU端完成地形网格更新、地形块的自动选取、高度图和纹理图采样等大部分计算工作,大大减轻了CPU端的计算负载。实验表明,该算法实现简单,内存开销较少,有效提高了地形绘制的效率,适于大规模地形场景的实时高效漫游。  相似文献   

4.
针对快速增长的数据规模和计算机图形硬件处理能力之间的矛盾,对大规模地形真实感渲染技术进行研究。采用基于四叉树的层次细节算法渲染大规模地形,设计四叉树地形的存储结构,以视距和地形粗糙度的双重标准确定地形节点的细节程度,给出利用裙边修补裂缝的方法。实验结果表明,该技术能快速实时地完成大规模地形数据的调度和场景的真实感渲染。  相似文献   

5.
为了绘制大规模地形图,适当地减少数据,利用四叉树结构存储采样点,提出了一种与地形特征和视点相关的实时动态的多分辨率地形模型。在三维场景漫游和切换中,采用二级缓冲机制实现场景数据的快速调度和绘制,同时提出了基于细分评估函数的自适应LOD算法。随着分辨率的动态变化,实时递归地构建绘制当前视域地形所需的数据集。而且在起伏变化大的地形中利用有限的采样点,根据地形特征进行距离加权插值,最终提高特定地区的分辨率和绘制效果。  相似文献   

6.
大区域地形可视化技术的研究   总被引:28,自引:0,他引:28       下载免费PDF全文
近年来,地形场景的实时绘制已受到人们越来越广泛的关注,目前已经提出的一系列场景加速绘制算法,虽然在不同的应用场合也取得了一定的效果,但都存在着局限性,尚不能满足大区域地形环境的实时高速绘制的要求,而与其密切相关的技术主要涉及到地形多分辨率表示、海量地形数据和纹理数据的分页管理、地形和纹理数据的LOD控制、地形和纹理数据的快速存取和更新等.为了能够对地形场景进行实时绘制,在对大区域地形数据管理和实时绘制技术进行研究和试验的基础上,对构建视相关动态多分辨率模型的方法进行了改进,实现了地形模型多分辨率表示与视相关的有机结合,并提出了一种高效的场景数据存取方法,进而实现了一个整合自适应三角网剖分、地形场景数据分页管理和动态更新等相关技术于一体的地形三维可视化系统,试验结果表明,该算法能够实时绘制地形场景,且质量较好.  相似文献   

7.
一种超大规模地形场景的实时渲染算法   总被引:2,自引:0,他引:2  
林继承  万旺根  崔滨  丁欢 《计算机仿真》2009,26(11):224-227,246
超大规模地形场景包含大量的数据,无法一次性载入内存进行实时渲染.基于Geometrical Mipmapping算法,结合动态调度技术,提出一种高效的超大规模地形场景实时渲染算法.算法对海量地形数据进行分块,在实时运行时,根据视点的位置动态地载入所需的地形块和释放无用的地形块,使得内存中的地形数据维持在一定范围内.然后,通过LOD技术和视域剔除对内存中的地形数据进行简化,大量减少送入GPU的三角形数量,从而达到实时渲染.实验结果表明,算法渲染速度快,内存开销较小,适合于超大规模地形场景的实时渲染.  相似文献   

8.
大规模地形可视化一直是实时计算机图形学的研究瓶颈,归因于地形数据的海量性与实时计算机图形学的实时性之间的矛盾。基于Geometry Clipmap算法提出一个扩展的大规模地形实时渲染的解决方案,在高效地利用现代图形学硬件的同时,有效地减少批次渲染的三角形面片数量。在使用合适的数据调度算法之后,使无限大小地形的实时漫游成为可能。  相似文献   

9.
为了探讨适合于虚拟现实中大规模三维地形生成的算法,文章分析了均匀网格算法和ROAM算法的原理及其特点,基于Molehill渲染引擎采用两种不同的算法实施了地形数据的模拟与绘制。实验结果表明,由于ROAM算法可根据视点的位置动态地计算模型的细节层次,减少了每帧渲染多边形的数量,所以,提高了大规模地形数据的运算效率,适合于大规模三维地形场景的虚拟建模需求。  相似文献   

10.
视相关大规模三维地形实时绘制技术综述   总被引:1,自引:0,他引:1  
刘贤梅  张婷  汤磊 《计算机仿真》2007,24(6):194-198
大规模三维地形表面实时绘制一直是国内外的研究热点.综述了大规模三维地形表面实时绘制算法的分类,包括基于规则网格和非规则网格、基于in-core和out-of-core、基于CPU和GPU的三大类绘制算法;阐述了大规模三维地形表面实时绘制算法的发展现状和关键技术,通过out-of-core算法的数据预取策略解决大数据量模型的交互式渲染问题,采用视点相关的多分辨率技术简化整个场景的复杂度,减少绘制的数据量;指出了各种方法的优点与不足,最后对大规模三维地形表面实时绘制所需要研究的问题进行了总结.  相似文献   

11.
Abstract This paper describes an approach to the design of interactive multimedia materials being developed in a European Community project. The developmental process is seen as a dialogue between technologists and teachers. This dialogue is often problematic because of the differences in training, experience and culture between them. Conditions needed for fruitful dialogue are described and the generic model for learning design used in the project is explained.  相似文献   

12.
European Community policy and the market   总被引:1,自引:0,他引:1  
Abstract This paper starts with some reflections on the policy considerations and priorities which are shaping European Commission (EC) research programmes. Then it attempts to position the current projects which seek to capitalise on information and communications technologies for learning in relation to these priorities and the apparent realities of the marketplace. It concludes that while there are grounds to be optimistic about the contribution EC programmes can make to the efficiency and standard of education and training, they are still too technology driven.  相似文献   

13.
融合集成方法已经广泛应用在模式识别领域,然而一些基分类器实时性能稳定性较差,导致多分类器融合性能差,针对上述问题本文提出了一种新的基于多分类器的子融合集成分类器系统。该方法考虑在度量层融合层次之上通过对各类基多分类器进行动态选择,票数最多的类别作为融合系统中对特征向量识别的类别,构成一种新的自适应子融合集成分类器方法。实验表明,该方法比传统的分类器以及分类融合方法识别准确率明显更高,具有更好的鲁棒性。  相似文献   

14.
Development of software intensive systems (systems) in practice involves a series of self-contained phases for the lifecycle of a system. Semantic and temporal gaps, which occur among phases and among developer disciplines within and across phases, hinder the ongoing development of a system because of the interdependencies among phases and among disciplines. Such gaps are magnified among systems that are developed at different times by different development teams, which may limit reuse of artifacts of systems development and interoperability among the systems. This article discusses such gaps and a systems development process for avoiding them.  相似文献   

15.
This paper presents control charts models and the necessary simulation software for the location of economic values of the control parameters. The simulation program is written in FORTRAN, requires only 10K of main storage, and can run on most mini and micro computers. Two models are presented - one describes the process when it is operating at full capacity and the other when the process is operating under capacity. The models allow the product quality to deteriorate to a further level before an existing out-of-control state is detected, and they can also be used in situations where no prior knowledge exists of the out-of-control causes and the resulting proportion defectives.  相似文献   

16.
Going through a few examples of robot artists who are recognized worldwide, we try to analyze the deepest meaning of what is called “robot art” and the related art field definition. We also try to highlight its well-marked borders, such as kinetic sculptures, kinetic art, cyber art, and cyberpunk. A brief excursion into the importance of the context, the message, and its semiotics is also provided, case by case, together with a few hints on the history of this discipline in the light of an artistic perspective. Therefore, the aim of this article is to try to summarize the main characteristics that might classify robot art as a unique and innovative discipline, and to track down some of the principles by which a robotic artifact can or cannot be considered an art piece in terms of social, cultural, and strictly artistic interest. This work was presented in part at the 13th International Symposium on Artificial Life and Robotics, Oita, Japan, January 31–February 2, 2008  相似文献   

17.
Although there are many arguments that logic is an appropriate tool for artificial intelligence, there has been a perceived problem with the monotonicity of classical logic. This paper elaborates on the idea that reasoning should be viewed as theory formation where logic tells us the consequences of our assumptions. The two activities of predicting what is expected to be true and explaining observations are considered in a simple theory formation framework. Properties of each activity are discussed, along with a number of proposals as to what should be predicted or accepted as reasonable explanations. An architecture is proposed to combine explanation and prediction into one coherent framework. Algorithms used to implement the system as well as examples from a running implementation are given.  相似文献   

18.
This paper provides the author's personal views and perspectives on software process improvement. Starting with his first work on technology assessment in IBM over 20 years ago, Watts Humphrey describes the process improvement work he has been directly involved in. This includes the development of the early process assessment methods, the original design of the CMM, and the introduction of the Personal Software Process (PSP)SM and Team Software Process (TSP){SM}. In addition to describing the original motivation for this work, the author also reviews many of the problems he and his associates encountered and why they solved them the way they did. He also comments on the outstanding issues and likely directions for future work. Finally, this work has built on the experiences and contributions of many people. Mr. Humphrey only describes work that he was personally involved in and he names many of the key contributors. However, so many people have been involved in this work that a full list of the important participants would be impractical.  相似文献   

19.
基于复小波噪声方差显著修正的SAR图像去噪   总被引:4,自引:1,他引:3  
提出了一种基于复小波域统计建模与噪声方差估计显著性修正相结合的合成孔径雷达(Synthetic Aperture Radar,SAR)图像斑点噪声滤波方法。该方法首先通过对数变换将乘性噪声模型转化为加性噪声模型,然后对变换后的图像进行双树复小波变换(Dualtree Complex Wavelet Transform,DCWT),并对复数小波系数的统计分布进行建模。在此先验分布的基础上,通过运用贝叶斯估计方法从含噪系数中恢复原始系数,达到滤除噪声的目的。实验结果表明该方法在去除噪声的同时保留了图像的细节信息,取得了很好的降噪效果。  相似文献   

20.
蒙古语言是中国蒙古族使用的通用语言,由于蒙古文区别于其他文字的书写方式和其自身变形机制等特点,在很多通用的文字处理引擎中都不被支持。在嵌入式产品开发与应用领域中Linux加QTE已经成为流行方式。该文给出了一种在QTE环境上实现基于标准Unicode的蒙古文点阵显示和变形算法, 并自定义了支持蒙古文的QTE组件,扩展了QTE功能,为在Linux加QTE方式的嵌入式体系结构中处理蒙古文提供了一种解决方法。  相似文献   

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