在大规模地形的渲染处理中,使用了基于组件式的多层地形算法。
Besides, the terrain component render algorithm is the important basis of multi-layer terrain and LRU algorithm.
为了实时地绘制大规模地形数据,提出了一种改进的实时连续LOD生成算法。
In order to render massive terrain data in real time, this paper presents an improved LOD algorithm.
大规模地形场景在绘制时,通常需要对数据进行适当的处理,以满足实时性的要求。
The data should be properly handled when the large-scale terrain environment is been rendered, it is of great necessity to meet the requirement of real-time rendering.
本文主要对大规模地形数据(基于规则格网数字高程模型)的组织与可视化进行研究。
In this paper, study on organization and visualization of the massive terrain dataset mainly on Regular Square Grid data format are discussed.
在第4章重点研究了大规模地形场景的显示和漫游技术和实时连续的多分辨率地形简化算法。
At chapter 4, we focus on our research on the rendering, roam and continuous multiresolution terrain simplification algorithm of large-scale terrain scene.
实验结果表明,该算法可以有效提高ROAM算法性能,能以较高帧速实现大规模地形的实时漫游。
Experimental result shows that this algorithm can efficiently improve the performance of ROAM algorithm and can be used in real-time walkthroughs in large-scale terrain at high frame rates.
针对大规模地形数据庞大、地形绘制速度慢的问题,提出一种基于分块和包围球误差函数的地形绘制方法。
To a large number of terrain data and the slow speed of terrain rendering, presenting a terrain method based on data block and ball error metric.
针对大规模地形数据庞大、绘制速度慢的问题,提出一种基于数据分块和包围球误差函数的地形绘制方法。
Aiming at the problem of large number of terrain data and low speed of terrain rendering, this paper presents a terrain rendering method based on data block and enclosing ball error metric.
实验结果表明,该算法有效地解决了绘制速度与质量之间的矛盾,较好地实现了大规模地形场景的实时快速漫游。
These algorithms solve the conflict between the rendering rate and the quality in an effect way and realize rapid the real-time ramble in large scale terrain scenes.
实验证明,该方法对于实时控制大规模地形模型的细节 层次,增强大规模地形模型的绘制效率是非常有效的。
The experiments show that this algorithm is very good of the real-time LOD controlling for large scale terrain visualization and also for the real-time rendering.
为满足基于网络的大规模地形漫游系统中有限的网络带宽与海量地形数据之间的矛盾,提出了一种三维地形流式渐进传输方法。
To solve the contradictions between the limited network bandwidth and the mass of terrain data, a new approach of terrain data streaming transformation was proposed.
在前者中,针对于各种景物的特点提炼出了相应的建模方法,并提出了将显示列表、地形分割和顶点删除法相结合的地形简化绘制方法,实现了较大规模地形的实时显示;
The simplicity of drawing method is proposed by combine the method of displaying list, terrain segmentation and vertex removing, which fulfilled the real-time display of a great scale terrain.
考虑地形的大规模形态整合景观内的交通系统,重新定义在城郊区域进行农业生产的目的。
While integrating transport infrastructure within the landscape considering the large scale modeling of the terrain, the purpose of agriculture in the peri-urban context has to be redefined.
中国需要一个大规模精确地形信息数据库去用于地形匹配(TERCOM)制导。
China would require an extensive database of accurate topographic information to use terrain comparison (TERCOM) guidance.
佩伦说:“地表覆盖物可能经历过大规模的变化,致使火星变成了目前的地形。”
"There could have been a massive change in the distribution of mantle," Perron said, "which would have caused the planet to shift into its current position."
论述了一种基于大规模格网数据或离散高程点动态构建多分辨率地形模型的算法。
This paper presents a dynamic construction algorithm for the multi-resolution terrain model based on the large scale GRID data or discrete elevation data.
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.
随着西部高速公路的大规模建设,受地形和施工场地的限制,小净距隧道已越来越多地在工程实际中使用。
As large scale construction of highways in West China, more small spacing tunnels have been adopted due to the limitation of landscape.
同时充分利用GPU的渲染功能,提高可视化的真实感和实时漫游的速率,实现了大规模三维地形的实时漫游。
Using the GPU rendering functions, improving the visual realism and real-time roaming rates, a large-scale 3d real-time terrain roaming is performed.
室外场景主要以大规模的地形为主,它包括多岩石的山脉,平原,连绵的山丘。
Terrain is a land: Rocky Mountains, grassy plains, rolling hills, all combining to form a beautiful landscape.
交互性的实时3D地形编辑和生成工具。从简单的游戏阶段到大规模的户外环境,你都可以任意创作。
Freeworld3D is a fully interactive real-time 3D terrain editor and world editor specifically designed for game development.
三维表现系统,是建立在计算机图形绘制技术的基础上,对地球表面的海量地形和城市中的大规模建筑群进行实时绘制的系统。
A 3D rendering system is such a system that draws the massive terrain and cities on the earth based on computer graphic technology.
大规模的地形渲染算法需要采用细节层次来减少实际需要绘制的地形数据。
Then educes the real time algorithm of dynamic level of detail terrain rendering and gives out its realizing process in detail.
大规模的地形渲染算法需要采用细节层次来减少实际需要绘制的地形数据。
Then educes the real time algorithm of dynamic level of detail terrain rendering and gives out its realizing process in detail.
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