会议专题

A Real-Time Extensible Hybrid Occlusion-Intensive Terrain Rendering Algorithm

Real-time rendering of complex terrain, which is often used to meet the demand of the high fidelity of the virtual battlefield environments simulation, geographic information system (CIS), virtual reality (VR) and 3D games, has attracted growing interest at home and abroad over the last decades. In this paper, a hybrid terrain rendering algorithm combining multiresolution terrain rendering and occlusion culling is analyzed, a terrain simulation loop which integrates multi-resolution terrain modeling and terrain occlusion culling based on the least square plane is proposed. The algorithm based on this method not only decreases the number of polygons sending to the graphics rendering pipeline efficiently, but also takes into account of the performance optimization and its extension for dynamic terrain. By implementing the algorithm and analyzing the results from experiments, we conclude that this algorithm is valid and applicable to complex occlusion-intensive terrain rendering system.

terrain rendering multi-resolution rendering ROAM algorithm occlusion culling the least square plane

Zhang Rong-hua

Department of Computer North China Electric Power University Baoding, Hebei, China

国际会议

2010 International Conference on Future Information Technology(2010年未来信息技术国际会议 ICFIT 2010)

长沙

英文

790-794

2010-12-14(万方平台首次上网日期,不代表论文的发表时间)