• 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。

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  • 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。

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  • 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。

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  • 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。

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  • Then educes the real time algorithm of dynamic level of detail terrain rendering and gives out its realizing process in detail.

    进而引出了动态多细节水平地形渲染的实时算法,并给出其实现过程及实验结果。

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  • 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。

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  • 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。

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  • 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。

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  • 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。

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  • 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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  • The rendering of dynamic scenes in terrain environment is studied.

    提出了地形环境下的动态场景绘制流程。

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  • The experiment results indicate that this scheme may attain a much higher frame rate in rendering the virtual terrain scene, as well as maintain the visual quality.

    实验结果证明,该算法在基本保持视觉效果不变的情况下,极大地提高了虚拟地形场景的绘制速度。

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  • This paper proposes a dynamic simplification algorithm for the terrain model based on the Triangle Subdivision Bi tree to realize continuous view dependent multi resolution rendering of terrain mesh.

    为实现地形漫游,提出基于三角形二叉树的地形网格模型动态简化算法,实现了与视点相关的连续多分辨率简化及快速动态绘制。

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  • The algorithm adopted continuous level of detail for fast rendering, and dynamically generated terrain meshes according to the roughness of terrain and information of the viewpoint.

    采用连续细节层次快速绘制技术,按照地形的局部起伏程度和用户视点信息动态确定绘制时的地形网格。

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  • In the field of terrain visualization, the most efficient tool for real-time rendering of complex landscape is level of detail (LOD).

    在地形可视化领域,实时绘制复杂地形场景的最有效工具是LOD技术。

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  • 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。

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  • It is significant to construct a suitable terrain model for real-time rendering terrain scene, simulating terrain environment in reality and achieving analysis functionality in VTE.

    建立合理的三维地形模型,对于实现实时绘制虚拟地形场景,逼真模拟地形环境,实现虚拟地形环境中的分析功能及其它相关控制有着重要的意义。

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  • This paper presents a terrain partition algorithm for quick rendering.

    提出了一种地形分块加速绘制算法。

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  • 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。

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  • 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。

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  • 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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  • A 3D rendering system is such a system that draws the massive terrain and cities on the earth based on computer graphic technology.

    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。

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  • The experiment results show that this approach can achieve good performance for real-time rendering of massive terrain dataset.

    实验结果表明,该研究成果能够实现真实感海量地形数据的实时可视化与交互操作。

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  • The key techniques of the rendering of vector data over 3d terrain based on stencil shadow volume algorithm are detailed and the effectiveness of this method is test-proven.

    详细论述了基于模板阴影体算法矢量数据绘制的关键技术,并通过试验验证了该方法的有效性。

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  • 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.

    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。

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  • The rendering of 3D terrain scene is playing a key role in many research fields such as virtual reality, geographic information system and simulation system, etc.

    三维地形场景实时绘制在虚拟现实、地理信息系统、仿真系统等领域中占有十分重要的地位。

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  • Nowadays, 3d simulation technology of the Science of Computer Graphics has been promoted quite much, and large area 3d terrain simulation for real-time rendering has been coming true.

    目前,计算机图形学领域的三维图形仿真技术有了长足的进步,大地域范围内的三维场景实时仿真已经成为可能。

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  • Finally, thinking of the low efficiency of the old cracks elimination way, a new bi-directional method is given which can simplify the terrain efficiently and increase the rendering speed.

    针对以往简化算法中单向裂缝消除算法效率低的问题,提出一种新的裂缝消除算法:双向裂缝消除算法,实验结果证明了该算法的正确性和有效性。

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  • Finally, thinking of the low efficiency of the old cracks elimination way, a new bi-directional method is given which can simplify the terrain efficiently and increase the rendering speed.

    针对以往简化算法中单向裂缝消除算法效率低的问题,提出一种新的裂缝消除算法:双向裂缝消除算法,实验结果证明了该算法的正确性和有效性。

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