添加库拉植物一般地形生成。
介绍了一种三维地形生成和可视化的方法。
A method of 3d terrain generation and visualization is discussed.
提出一种新颖的计算机游戏场景地形生成技术。
A novel scenario terrain simulation technique for computer games is presented.
研究了现有层次细节(LOD)地形生成算法特点。
The character of existing level of detail (LOD) terrain algorithms were studied.
最后对这种三维地形生成技术以软件的形式加以实现。
Then this paper implements an application soft based on this building technology of 3D terrain.
文中介绍了基于分形技术的三维地形生成技术及其虚拟浏览。
This paper introduces the three dimensional terrain generation technique which is based on fractal technique, and its virtual browse.
随机分形法和曲面造型法分别在地形生成的随机性和可控性方面能起到一定的作用。
There exist already methods for combining random mid-point displacement method with curved-surface modeling to generate mountain terrain.
重点讨论了三维引擎总体结构框架设计、引擎内部模型数据管理、三维场景渲染、随机地形生成的算法、弹道仿真等技术的应用。
Special attention is given to the design of 3D engine, rendering of 3D scene, the algorithm of generating random fractal terrain, application of trajectory simulation.
我们可以设置复杂规则来控制如何生成地形,但是现在,从简单的内容开始:向数组中添加四个最相邻的图像块的地形类型,然后再随机获取。
We can set up complex rules to govern how terrain is generated, but for now, start with something simple: Add the terrain types of the four closest tiles to the array before picking them randomly.
论述了从地形图中提取等高线、对等高线矢量化以及通过矢量数据生成高程数据的实现方法。
In this paper, the methods of drawing contour line from terrain map, the vector of contour line and generating elevation data from vector data are discussed.
这个算法使用高度图,也使用几何变换,但是它将高度图和小块地形分开,所以当焦点变化时,不需要重新生成所有的小块地图。
This algorithm takes a height field and also converts it into geometry, but it splits the terrain up in smaller chunks, so when the focal point changes, not all chunks have to be regenerated.
这一章还介绍了地形纹理的生成算法,视图平截头体选取算法,这些算法使得计算机可以用来处理大规模的可视化工作。
With the feather of them, they can be used to developing visualization simulation engine. These algorithms also include the terrain texture generation algorithms and the frustum culling algorithms.
文章简要总结了LOD进行地形简化的一般方法,介绍了一种通过稀疏采样技术实现LOD自动生成的算法。
The general methods of terrain simplification with LOD is summarized briefly in this paper. An algorithm of LOD automatically generation through sparsely resampling technique is presented.
他还会生成一张展示人们死在哪里的地图,标示出任何可能造成一场战斗过于困难的地形不合理处。
He can also generate a map showing where people are dying, to identify any topographical features that might be making a battle onerous.
为实现立体像对的自动相对定向和数字地形模型自动生成提供了一种切实可行的方法。
This method has shown a good furture for automatic relative orientation and generation of Digital Terrain Models.
为此,本文基于频谱合成法,提出并实现了一种生成各向异性分形地形的新方法,该方法通过指定分形曲面谱密度来实现分形的各向异性。
Therefore, we present a new method to generate anisotropic fractals based on spectral synthesis method. It gets anisotropic fractals by specifying the spectral density of the terrain surface.
较强内潮在陆坡区超临界地形上生成,并沿波射线方向传播,导致半日潮和全日潮的能量密度在陆坡区温跃层上较强。
The semi-diurnal and diurnal internal tide energy densities are large on the continental shelf and in the thermocline of the deep sea.
利用历史资料实现了海域水深注记点的自动内插、海底地形特征点的自动选取和等深线的自动生成。
Automatic interpolation of charted depth annotated point, automatic selection of Marine topography feature point and automatic build of bathymetric contour come true by using history data.
DEM应用主要有绘制等高线、生成剖面图、绘制地貌晕渲图及地形分析等。
DEM is basically applied in drawing counter, creating profile, drawing hill-shading map and terrain analysis etc.
三维真实感地形的生成一直是计算机图形学领域中关注的焦点,而地形纹理映射是实现它的一个不可或缺的要素。
Texture mapping is an important element for the representation of three dimension terrain generation, which is a hot topic in the field of computer graphics.
它使用LOD系统,当然,因为摄像机会不停地移动焦点,地形也需要不断的根据焦重新点生成三角形。
It USES a linear LOD system, and, of course, because when the camera moves away from the focal point, the terrain needs to be regenerated to 'focus' on the new focal point.
海底地形不但考虑了离散点电子海图数据,而且也将某些特征数据考虑在内,从而生成相对精度较高的海底地形。
In order to get the more accuracy benthos terrain, not only the discrete electronic chart data but also the fathom lines etc data are considered.
进一步采取分区域选点法,用加权平均法生成了网格数字地形,实现了地形的可视化。
Grid digital terrain is produced with getting reference point by subarea and weighted averaging method, and is visualized.
生成的三维地形的渲染速度达到了20~30帧,基本上满足了实时显示的要求。
The rate of creating third-dimension terrain can reach 20~30 frames per second. This rate can satisfy basically the need of displaying quickly.
本文通过综合利用多种软件,对用地形图生成DEM的方法进行了深入的探索。
DEM formation by means of topographic map together with comprehensive use of a variety of software was explored.
采用树状结构有效组织地形、天空球和桥梁模型等数据,最终生成以桥梁为主的逼真场景。
Sky sphere, terrain and bridge models were organized together based on the tree structure. Finally, a lifelike scene of bridge was generated.
对构筑三角形网格建立数字地形模型进行了研究,给出了基于散乱点和边建立三角形网格地形模型的生成算法和数据结构。
Generation of triangular meshes for digital terrain model is studied, the triangulation algorithm of discrete points and edges and its data structure are presented.
径流生成模块以山坡水文学理论为基础,重点考虑流域地形的影响,分单元引入地形指数进行产流计算。
The former bases on the hillslope hydrology and puts emphasis on the effects of terrain which denoted with topographic index for each grid.
它是生成三维立体地貌,计算地面距离、坡度、土方、面表积等的基础数据模型,也是巡航飞行器地形相关匹配的基础数据。
It is the basic model for various GIS operations, and the key data for terrain correlation matching of cruise missiles as well.
它是生成三维立体地貌,计算地面距离、坡度、土方、面表积等的基础数据模型,也是巡航飞行器地形相关匹配的基础数据。
It is the basic model for various GIS operations, and the key data for terrain correlation matching of cruise missiles as well.
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