论述了一种基于规则格网地形模型的动态构网算法。
This paper discusses an algorithm of dynamic triangulation for RSG model of terrain.
本文论述了一种基于规则格网地形模型的实时动态构网算法。
This paper discusses an algorithm of real-time dynamic triangulation for RSG model of terrain.
为了减少相邻帧画面在地形不同层次细节之间变化所引起的几何跳跃,采用了滞后合并的方法来实现动态构网过程的几何过渡。
To mitigate the visual "popping" during the detail level transit, we introduce a deferred merging method to realize the geomorphing in terrain mesh refinement.
为了减少相邻帧画面在地形不同层次细节之间变化所引起的几何跳跃,采用了滞后合并的方法来实现动态构网过程的几何过渡。
To mitigate the visual "popping" during the detail level transit, we introduce a deferred merging method to realize the geomorphing in terrain mesh refinement.
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