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基于自适应四叉树视相关的多分辨率地形简化 被引量:15

A View-dependent Multi-resolution Terrain Simplification Based on Adaptive Quadtrees
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摘要 提出了一种基于自适应四叉树结构视相关的动态多分辨率地形简化算法。主要讨论了地形简化中多分辨率地形网格生成、节点评价函数、多分辨率LOD转化时的图像跳跃以及多分辨率地形纹理映射等关键技术问题,有效地解决了多分辨率地形网格拼接中的裂缝问题和层次细节转化中的图像跳跃现象。 Terrain rendering is widely used in Games, VR, Simulation, GIS, etc. We present a simple and rapid algorithm of real-time multi-resolution terrain rendering with high resolution texture mapping. It uses view-dependent level-of-details (LOD) algorithm to simplify the DEM terrain. The LOD mesh is based on adaptive Quadtree, which can generate successive LOD to eliminate crack between different LOD. The view direction and surface coarse are considered in the error metric which is used to decide LOD refinement. We use vertex morphing to smooth LOD translation to reduce the image popping and maintain constant frame rate. An approach of multi-resolution texture mapping is proposed to reduce the texture memory space and selects an appropriate texture resolution based on the terrain geometry LOD. We have efficiently implemented the algorithm and acquire a good tradeoff between image quality and real-time rendering.
出处 《系统仿真学报》 CAS CSCD 2002年第6期748-751,共4页 Journal of System Simulation
关键词 自适应四叉树 多分辨率地形简化 多分辨纹理映射 虚拟现实 地形图绘制 terrain simplification level of detail adaptive quadtree multi-resolution texture mapping
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参考文献6

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  • 2Luebke D, Erikson C. View-dependent simplification of arbitrary polygonal environment [A]. SIGGRAPH'97 Conference Proceedings. 1997, 324-330.
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