• 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多线程调度技术,用于管理调度数据量地形数据纹理数据。

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  • 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问题我们利用纹理绘制中的连贯性纹理数据组织结构

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  • 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纹理直接绘制算法可以保证图像质量同时达到较好的交互性能,但由于纹理内存限制,大规模数据场的3d纹理直接体绘制比较困难。

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  • 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纹理直接绘制算法可以保证图像质量同时达到较好的交互性能,但由于纹理内存限制,大规模数据场的3d纹理直接体绘制比较困难。

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