Using Memory Map File and Multi-thread dispatch technology, to manage and dispatch large terrain data and texture data.
使用内存映射文件技术及多线程调度技术,用于管理和调度大数据量地形数据和纹理数据。
Exploiting the frame coherence, we construct the texture data as quadtree, and integrated with geometry quadtree, which handle the problem of large texture in real-time.
为了解决单张高分辨率纹理映射的问题,我们利用纹理在绘制中的连贯性,将纹理数据组织为四叉树结构。
Direct volume rendering based 3d texture can guarantee image quality and reach interactive frame rates. Because of the restriction of texture memory, it is difficult to render large volume data.
基于3d纹理的直接体绘制算法可以在保证图像质量的同时达到较好的交互性能,但由于纹理内存的限制,大规模数据场的3d纹理直接体绘制比较困难。
Direct volume rendering based 3d texture can guarantee image quality and reach interactive frame rates. Because of the restriction of texture memory, it is difficult to render large volume data.
基于3d纹理的直接体绘制算法可以在保证图像质量的同时达到较好的交互性能,但由于纹理内存的限制,大规模数据场的3d纹理直接体绘制比较困难。
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