The paper proposes a multi-resolution global terrain rendering method based on projected grids.
提出一种基于投影网格的全球多分辨率地形绘制算法。
At the same time, the algorithm integrates triangle strips which can further accelerate terrain rendering.
同时该算法还融合了三角形带化技术,使得地形绘制的效率更高。
The terrain rendering field is concerned with how to render all these magnificent natural features in real-time.
地形渲染领域主要关心如何把这些美丽的自然景象用一种实时的方法渲染出来。
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、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。
The method has been successfully deployed in engineering and has achieved a good effect. Otherwise, the method also adapts to general terrain rendering.
该方法已成功应用于实际工程中,显示效果良好,并且具有通用性,可以应用于一 般的三维地形绘制。
There are three basic methods of terrain rendering: brute force, static level of detail, dynamic level of detail.
地形渲染的方法主要有三种:蛮力,静态层次细节,动态层次细节。
Different terrain rendering methods are put forward integrated with characteristics of landform. Several terrain representation modes and applications in proper environments are addressed.
提出了基于地貌特征的不同地形表达模式,并对各种表达方法以及应用场合进行了探讨。
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.
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.
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。
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