机构地区: 东北大学信息科学与工程学院
出 处: 《东北大学学报(自然科学版)》 2011年第6期798-801,共4页
摘 要: 研究了虚拟现实领域中超大规模地形快速、实时渲染的问题,提出一种新的地形建模方法.该方法将现实中所要表现的整块超大规模的地形分割成若干块小的地形分片,由这些小地形分片按照一定规则进行拼接,从而还原出原有的超大地形.在实际进行虚拟漫游时,只需要根据用户摄像机所在的具体位置,动态地载入进入用户视野范围的小地形分片的数据,同时动态地卸载离开用户视野范围的小地形分片的数据.该方法有效地解决了超大地形的内存占用瓶颈问题,提高了渲染效率. Fast real-time rendering problems of extra large terrain in VR are studied.A new method of terrain modeling is proposed.This method divides the whole extra large terrain into many smaller tiles,and splices the original terrain according to certain rules with these tiles.The VR program only needs dynamic loading the tiles data which can be seen by client and unloading those which cannot be seen when roaming.This method resolves the memory problem effectively and improves rendering efficiency.
领 域: [自动化与计算机技术] [自动化与计算机技术]