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Procedural Terrain Detail Based on Patch-LOD Algorithm

机译:基于Patch-Lod算法的程序性地形细节

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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:非常大规模地形的导航和渲染正面临着几何数据和纹理数据不能直接使用由于存储空间,计算能力和I / O带宽直接使用。为了提供地形场景的更具现实细节,程序细节是一个很好的解决方案。首先,本文介绍了一种基于地形瓷砖四边形树和补丁洛氏算法的程序几何方法。然后,描述了纹理生成操作员,并呈现了动态预先计算的修补程序纹理的方法。最后,已经实施了基于上述思想和方法的实验系统。实验结果表明,这些方法是有效的,适用于3D游戏和战场应用的发展。

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