Terrain Rendering LOD Algorithm Based on Improved Restrictive Quadtree Segmentation and Variation Coefficient of Elevation
详细信息    查看全文 | 推荐本文 |
  • 英文篇名:Terrain Rendering LOD Algorithm Based on Improved Restrictive Quadtree Segmentation and Variation Coefficient of Elevation
  • 作者:Zhenwu ; Wang ; Xiaohua ;
  • 英文作者:Zhenwu Wang;Xiaohua Lü;Department of Computer Science and Technology,China University of Mining and Technology;
  • 英文关键词:terrain data model simplification;;crack disposal;;level of detail(LOD)terrain rendering algorithm;;variation coefficient of elevation;;node evaluation function;;restrictive quadtree segmentation
  • 中文刊名:BLGY
  • 英文刊名:北京理工大学学报(英文版)
  • 机构:Department of Computer Science and Technology,China University of Mining and Technology;
  • 出版日期:2018-12-15
  • 出版单位:Journal of Beijing Institute of Technology
  • 年:2018
  • 期:v.27;No.98
  • 基金:Supported by the National Natural Science Foundation of China(61363075);; the National High Technology Research and Development Program of China(863 Program)(2012AA12A308);; the Yue Qi Young Scholars Program of China University of Mining&Technology,Beijing(800015Z1117)
  • 语种:英文;
  • 页:BLGY201804016
  • 页数:6
  • CN:04
  • ISSN:11-2916/T
  • 分类号:145-150
摘要
Aiming to deal with the difficult issues of terrain data model simplification and crack disposal,the paper proposed an improved level of detail(LOD)terrain rendering algorithm,in which a variation coefficient of elevation is introduced to express the undulation of topography.Then the coefficient is used to construct a node evaluation function in the terrain data model simplification step.Furthermore,an edge reduction strategy is combined with the improved restrictive quadtree segmentation to handle the crack problem.The experiment results demonstrated that the proposed method can reduce the amount of rendering triangles and enhance the rendering speed on the premise of ensuring the rendering effect compared with a traditional LOD algorithm.
        Aiming to deal with the difficult issues of terrain data model simplification and crack disposal,the paper proposed an improved level of detail(LOD)terrain rendering algorithm,in which a variation coefficient of elevation is introduced to express the undulation of topography.Then the coefficient is used to construct a node evaluation function in the terrain data model simplification step.Furthermore,an edge reduction strategy is combined with the improved restrictive quadtree segmentation to handle the crack problem.The experiment results demonstrated that the proposed method can reduce the amount of rendering triangles and enhance the rendering speed on the premise of ensuring the rendering effect compared with a traditional LOD algorithm.
引文
[1]Clark J.Hierarchical geometric models for visible surface algorithms[J].Communications of the ACM,1976,19(10):547-554.
    [2]Von Herzen B,Barr A H.Accurate triangulations of deformed,intersecting surface[C]∥Proceeding ACM SIG-GRAPH,ACM SIGGRAPH,1987:103-110.
    [3]Li Qin,Dai Shuling,Zhao Yongjia,et al.A block LOD real-time rendering algorithm for large scale terrain[J].Journal of Computer-Aided Design&Computer Graphics,2013,25(5):708-713.
    [4]Zhang Junfeng,Yao Zhihong.LOD algorithm of terrain based on conservative screen error and isolated division of quad-tree[J].Journal of Southwest Jiaotong University,2013,48(4):666-671,677.
    [5]Zhai Rui.GPU-based real-time terrain rendering design and implementation[J].Neurocomputing,2016,171(1):1-8.
    [6]Hou Shaoyang,Zhao Xuesheng,Guan Yaqin.Seamless expression of block LOD model based on multiresolution half-edge[J].Geography and Geo-Information Science,2015(4):18-21,127.
    [7]Song Libing,Gong Huajun,Wang Xinhua.Global terrain real-time rendering based on improved constraint quad-tree and level of detail algorithm[J].Computer and Digital Engineering,2013,41(10):1668-1671.
    [8]Lan Ling,Xu Li.Elimination of boundary cracks in3D environment art design[J].Bulletin of Science and Technology,2015,31(11):203-206.
    [9]Lei Junhuan,Zeng Fanxi,Wu Mingxing.The study of the LOD algorithm based on quad-tree structure[J].Manufacturing Automation,2010,32(8):211-214,228.
    [10]Feng Chunsheng,Wang Lili,Yang Yuedong.Fast rendering method based on view frustum culling and image caching[J].Journal of System Simulation,2006(Supp.1):94-98.
    [11]Deng Zhenghong,Zhang Tingting,Liu Ruiheng,et al.A fast and effective method for large-scale terrain rendering[J].Journal of Northwestern Polytechnical University,2010(6):936-940.
    [12]Chen Gang,Xiong Xinghua.A study of dynamic LOD algorithm for huge quantities of topographic roaming[J].Bulletin of Surveying and Mapping,2007(4):46-48.
    [13]Zeng Wei,Han Zhanxiao,Zhu Xuefang.Research of application of LOD algorithm to 3D terrain simulation[J].Journal of System Simulation,2009(1):292-294.
    [14]Wan Ming,Liang Xia,Zhang Fengming.Improved crack removing algorithm for quad-tree terrain rendering[J].Journal of System Simulation,2015(7):1520-1525.
    [15]Chen Jing,Wu Si,Xie Bingxiong.Visual modeling of complex 3D model for GPU rendering[J].Journal of Wuhan University(Information Science Edition),2014(1):106-111.
    [16]Li Chenhui,Wang Changbo.Large-scale LOD terrain rendering based on hierarchical classification[J].Journal of Donghua University(Natural Science Edition),2010,36(4):351-355.
    [17]Wu Jian.A new quadtree-based terrain LOD algorithm[J].Journal of Software,2010,5(7):769-776.
    [18]Zhao Yuxin,Ma Yan.A modified LOD terrain model based on quadtree algorithm[C]∥Proceedings of the 2009 International Joint Conference on Computational Sciences and Optimization,2009,2:259-263.
    [19]Lindstrom Peter,Pascucci Valerio.Visualization of large terrains made easy[J].IEEE Visualization2001,2001:363-371
    [20]Dong Luming,Zhang Bin,Zhao Xuesheng.A seamless terrain rendering algorithm based on GPU tessellation[J].Geomatics and Information Science of Wuhan University,2016,41(11):1-6.
    [21]Wei Yingmei,Gu Tianyang,Yang Bing,et al.Rapid continuous rendering technology of terrain based on wavelet[J].Computer Engineering,2007,33(19):218-220.
    [22]Zhang Zhifeng,Zhang Na.A LOD algorithm based on out-of-core for large scale terrain rendering[C]∥2013 International Conference on Mechatronic Sciences,Electric Engineering and Computer(MEC),Shenyang,China,Dec 20-22,2013:2168-2171.
    [23]Song Xingshen,Quan Jicheng,Zhao Xiuying.Realtime detail enhancement terrain based on Chunked LOD[J].Computer Engineering&Design,2014(2):578-582.
    [24]Ulrich Thatcher.Chunked LOD:Rendering massive terrains using chunked level of detail control[EB/OL].http:∥www.vterrain.org/LOD/Papers/,2003.
    [25]Hoppe Hugues.Smooth view-dependent level-of-detail control and its application to terrain rendering[C]∥Proceedings of the IEEE Visualization Conference,1998:35-42.
    [26]Lan Ling,Xu Li.Elimination of boundary cracks in3D environment art design[J].Bulletin of Science and Technology,2015,31(11):203-206.
    [27]Pajarola R.Large scale terrain visualization using the restricted quadtree triangulation[R].Technical Report 292,Dept of Computer Science,ETH Ziirich,1998.ftp:∥ftp.inf.ethz.ch/pub/publications/techreports/2xx/292.ps.
    [28]Deng Zhenghong,Zhang Tingting,Zhao Ruihuan,et al.A fast and effective method for large-scale terrain rendering[J].Journal of Northwestern Polytechnic University,2010(6):936-940.
    [29]Tang Guoan,Li Fayuan,Liu Xuejun.The tutorial of digital elevation model[M].Beijing:Science Press,2010:165.
    [30]Wang Daochen,Wan Wanggen,Tang Jingzhou,et al.Preprocessing LOD algorithm for large scale terrain based on restricted quadtrees[J].Computer Engineering and Applications,2007,43(24):107-109.

© 2004-2018 中国地质图书馆版权所有 京ICP备05064691号 京公网安备11010802017129号

地址:北京市海淀区学院路29号 邮编:100083

电话:办公室:(+86 10)66554848;文献借阅、咨询服务、科技查新:66554700