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Procedural Terrain Detail Based on Patch-LOD Algorithm

机译:基于Patch-LOD算法的程序地形细节

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摘要

The navigation and rendering of very large-scale terrain are facing a difficult problem that the geometry data and texture data cannot be used directly due to the storage space, computation capacity, and I/O bandwidth. To provide more realistic detail of terrain scene, procedural detail is a good solution. Firstly, this paper introduces a method of procedural geometry based on the terrain tile quad-tree and the Patch-LOD algorithm. Then, the texture generation operator is described and the method of dynamic pre-computation of patch-texture is presented. Finally, the experimental system based on these above ideas and methods has been implemented. The experimental results show that these methods are effective and are appropriate to the development of 3D games and battlefield applications.
机译:大规模地形的导航和渲染面临一个难题,即由于存储空间,计算能力和I / O带宽而无法直接使用几何数据和纹理数据。为了提供更真实的地形场景细节,程序细节是一个很好的解决方案。首先,介绍了一种基于地形图四叉树和Patch-LOD算法的过程几何方法。然后,描述了纹理生成算子,并提出了斑块纹理的动态预计算方法。最后,基于上述思想和方法的实验系统已经实现。实验结果表明,这些方法是有效的,适用于3D游戏和战场应用程序的开发。

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