浏览全部资源
扫码关注微信
PDF
导出
分享
收藏
专辑
纸质出版:2014
移动端阅览
地形绘制一直是图形学研究的热点问题
尤其是球面地形绘制
其在形状和数据组织方面比平面地形绘制更加复杂。在已有球面地形绘制算法的基础上
提出一种基于Geometry Clipmap的球面地形剖分与绘制方法。该方法以构建正二十面体球面网格为基础
将正二十面体划分为十个菱形区域
采用球面菱形网格的剖分
针对每个菱形区域的周边网格进行重新剖分和组合
形成一个虚拟的3×3的大菱形区域
扩大了Clipmap的活动范围
并在一定程度上解决了Clipmap的跨边界问题。实验结果表明了本文方法的可行性和有效性。
Large terrain rendering is hotspot in Computer Graphics
especially the spherical terrain rendering
which is more complicated in shape and data organization. Based on researching in spherical terrain rendering method
we propose a new spherical terrain rendering method using Geometry Clipmap. First construct an icosahedron model
and then split the icosahedron into ten main diamonds
and use spherical Sphere Quad Trees( SQT) model to ensure G eometry Clipmap can be used in every diamond
what else
grids around the main diamond are partitioned and c omposed to a bigger virtual diamond terrain in 3 × 3 size
which enlarge clipmaps’ extent and solve the boundary crossing problem to a extent
and the Geometry Clipmap can be used in the big diamond. The result illustrates feasibility and effectivity of the method.
相关文章
相关作者
相关机构