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大规模三维地形生成算法的实施与分析
引用本文:漆泽军,童小念. 大规模三维地形生成算法的实施与分析[J]. 计算机与数字工程, 2012, 40(1): 117-118,128
作者姓名:漆泽军  童小念
作者单位:中南民族大学计算机科学学院 武汉430074
摘    要: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。

关 键 词:虚拟现实  三维地形  网格地形  建模

Implementation and Analysis of Generation Algorithm in Large-scale Three-dimensional Terrain
QI Zejun , TONG Xiaonian. Implementation and Analysis of Generation Algorithm in Large-scale Three-dimensional Terrain[J]. Computer and Digital Engineering, 2012, 40(1): 117-118,128
Authors:QI Zejun    TONG Xiaonian
Affiliation:(College of Computer Science,South-Central University for Nationalities,Wuhan 430074)
Abstract:In order to explore large-scale three-dimensional terrain generation algorithm for virtual reality,analysis the principle and the character of uniform mesh terrain generation algorithm and ROAM,using two kind of algorithm basic of Molehill to implement the simulation and draw of terrain data.The experiment result show that ROAM can dynamic calculate the level of detail of model according to the location of view point,reducing the amount of rendering polygon each frame,improving the operational efficiency of large-scale terrain data,meeting the virtual scene modeling demand of large-scale three-dimensional terrain scene.
Keywords:virtual reality  three-dimensional terrain  mesh terrain  modeling
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