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Optimization Of Quadtree LOD And Application In The Terrain Simulation

Posted on:2007-10-10Degree:MasterType:Thesis
Country:ChinaCandidate:Z WuFull Text:PDF
GTID:2120360242962283Subject:Systems analysis and integration
Abstract/Summary:PDF Full Text Request
Rendering of large scale terrain environment is one of key problems in virtual battlefield simulation, and also a hot issue in graphics. The two main problems are the storage of terrain data and the number of triangles, and also the problems which are caused by the limits of RAM and GPU. To these problems, based on the study of LOD model of terrain, we did some optimization and improvement on below points:(1) To the large number of terrain data of battlefield environment, we used the technical of block-based terrain, and did some discussions on the boundary of the block-based terrain and the threshold.(2) To reduce the number of terrain data, we did some data compress on every block, greatly reduced the number of every block.(3) To solve the conflict between large number of terrain data and limit storage of RAM, we used the transfer method of storage by"visible area + pre-visible area + future pre-visible area", and put forward the idea of"Classifying Storage Transfer",solved the problem of RAM effectively.On the base of research of the key problem below, we also made some discussion on data organization, cracks avoiding and node judging system. At last, we applied them to the virtual battlefield simulation, solved the problem of triangles'number, accelerated the rendering of terrain environment, and improved the visual reality of battlefield environment efficiently.
Keywords/Search Tags:LOD, Simulation of Terrain, Quadtree, Real-time rendering
PDF Full Text Request
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