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一种视点相关的地形三维实时渲染算法
引用本文:郭雪峰,孙红胜,岳春生.一种视点相关的地形三维实时渲染算法[J].信息工程大学学报,2014,15(4):509-512.
作者姓名:郭雪峰  孙红胜  岳春生
作者单位:信息工程大学,河南郑州450001
摘    要:地形三维可视化过程中Hoppe包围球视区裁剪算法计算距离时,包含了大量的乘除开方运算,效率低下,对部分节点建立的包围球扩大了节点占据的空间,易造成节点误判.针对这些情况,提出了一种新的地形渲染算法.该算法首先根据视图体投影对节点进行粗略判断,然后对相交部分数据块建立节点包围球进行二次判断,避免了节点误判造成的大量分解操作,提高了三维地形实时渲染的效率.

关 键 词:三维地形  视区裁剪  节点包围球  透视投影  实时渲染

View-Dependent Real-Time 3D Terrain Rendering Algorithm
GUO Xue-feng,SUN Hong-sheng,YUE Chun-sheng.View-Dependent Real-Time 3D Terrain Rendering Algorithm[J].Journal of Information Engineering University,2014,15(4):509-512.
Authors:GUO Xue-feng  SUN Hong-sheng  YUE Chun-sheng
Affiliation:( Information Engineering University, Zhengzhou 450001, China)
Abstract:For 3D terrain visualization process, Hoppe bounding sphere viewport clipping algorithm contains a large number of multiplication and division root operation and the efficiency is low when it calculates the distance. Its created bounding sphere for some nodes expands the occupied space, leading to node miscalculation easily. This paper presents an improved a new terrain rendering algo- rithms which is roughly determined by the node according view projectors, and then on the intersection of the data block a secondary node bounding sphere judgment is established. It avoids a large number decomposition operation caused by the misjudgment about nodes, and improves the efficien- cy of real-time rendering 3D terrain.
Keywords:three-dimensional terrain  viewport clipping  node bounding sphere  perspective projection  real-time rendering
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