At chapter 4, we focus on our research on the rendering, roam and continuous multiresolution terrain simplification algorithm of large-scale terrain scene.
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。
Multiresolution modeling, which is used to resolve the real-time rendering of large scale static terrain, has attracted growing interest at home and abroad over the last decade.
多分辨率建模作为解决大面积静态地形实时动态显示的手段,近年来在国内外得到普遍的重视和研究。
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。
Multiresolution modeling, used to resolve the real time rendering of large scale terrain, has attracted growing interest over the last decade.
多分辨率建模作为解决大面积地形实时动态显示的手段,近年来在国内外得到普遍的重视和研究。
Using the GPU rendering functions, improving the visual realism and real-time roaming rates, a large-scale 3d real-time terrain roaming is performed.
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。
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.
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 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.
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.
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。
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