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A Research On The Fast Rendering Technique Of Massive Scale Terrain

Posted on:2005-02-05Degree:MasterType:Thesis
Country:ChinaCandidate:Y M YangFull Text:PDF
GTID:2168360155972028Subject:Communication and Information System
Abstract/Summary:PDF Full Text Request
With the intensifying of the information period, the fast rendering technique of massive scale data terrain, has become the technical basis for many important applications such as virtual eality, terrain simulation, and so on. Moreover, it has been a pop research field in computer graphics. Its huge data quantity limits the development of rendering algorithm. How to organize the terrain data, how to predigest and render models, effect on the rendering rate and quality. Based on the thinking of turning massive scale scenes to large scale scenes, this work declares an algorithm of large scale scenes' predigesting and creating LOD models, and a corresponding rendering method. This work also declares a technique of massive scale data management and attemperation.The main work stated in this thesis focuses in the following aspects.1. Creating integrated leveled and block-based LOD models. An effected algorithm of predigesting and creating LOD models. This algorithm considers the polygon vertex normal predigesting rule as a basic gist. On the precondition of assuring terrain effect, it can predigest models in large extent. The leveled and block-based strategy is convenient for managing and attempering data while rendering.2. Fast rendering terrain models. A rendering technique of leveled and block-based LOD models based on viewpoint, and realization of pre-culling terrain data before rendering. This technique effectively changes large scale terrain into small ones to handle. Considering the repetition of data in fore-and-aft frames, it manages LOD models, and solve the conflict between the rendering rate and the quality in an effect way.3. Fast and effectively managing and attempering massive scale data. A technique of massive scale data management and attemperation based on viewpoint. This algorithm effectively changes massive scale terrain into large scale ones to handle. Utilising the continuity of the viewpoint movement and the relativity of fore-and-aft frames, it manages and attempers the terrain data leading to data decrease in a large range. This algorithm solves the problem of the rendering rate, and realizes a rapid real-time ramble in massive scale terrain scenes.At last, This work provides the summarization of the work and the content of the future research.
Keywords/Search Tags:massive data, based on viewpoint, data management and attemperation, terrain rendering, leveled and block-based LOD model, pre-culling and managing LOD models
PDF Full Text Request
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