A Real-Time Rendering Algorithm of Large-scale Three-dimensional Terrain
Rapid real-time rendering of large-scale 3D (three-dimensional) terrain is of great significance for the application of virtual reality, GIS, game making and many other fields. Most of the algorithms in the domestic mainly concentrate on the View-Dependent Continuous LOD (Level of Detail). This paper is a comprehensive and improvement of existing algorithms to achieve a simple, rapid 3D rendering of large-scale terrain. Making use of the procedure of quad-tree generating and adopting the classical thread-culling algorithm of midpoint-division, its view-culling is more precise and faster .In error-control phrase, the introduction of pre -processing and error feedback and the proliferation of errors, accelerates the mapping of the terrain while ensuring the details of the performance. The algorithm produces good results and a higher frame rates and better rendering can be reached in an ordinary PC
Large-scale Three-dimensional terrain view culling
Mu Zhi-hao Wang Xue-zhi Ren Xue-feng
Training Department, Nanjing College, Artillery Academy Zuochang 3, Nanjing, Jiangsu Province, China, 211132
国际会议
北京
英文
2007-08-05(万方平台首次上网日期,不代表论文的发表时间)