Font Size: a A A

Modeling And Rendering Of Large-scale 3D Terrain In Virtual Battlefield

Posted on:2006-04-11Degree:MasterType:Thesis
Country:ChinaCandidate:X D YangFull Text:PDF
GTID:2178360185963732Subject:Computer Science and Technology
Abstract/Summary:PDF Full Text Request
3D terrain is an important element of virtual natural scene in Virtual Battlefield. Since the region of large-scale Virtual Battlefield is massive, the data of 3D terrain is also very huge. Then, for implement the real-time rendering and interactive operation, the modeling and rendering of large-scale three-dimensional terrain are facing to many technical challenges.In this dissertation, to meet the application's demand of large-scale Virtual Battlefield Environment, we study some crucial techniques, such as the organization of terrain data, scheduling, real-time rendering and generation of procedural detail, and implement those algorithms. The main work and contribution of this dissertation are as follows:(1) Very large-scale terrain scene may contain billions of terrain data, which can't fit into internal memory at once. This dissertation presents an organization model of terrain data using Tiled Quad-tree. In the same time, we present the concept of terrain summary pyramid (TSP). We use the TSP to obtain a high performance out-of-core mechanism with terrain data buffer pool using hash table. This method can improve the terrain data hit-rate in cache effectively. The test demonstrates that this algorithm needs much smaller internal memory space than other algorithms and would be efficient and effective for large-scale terrain rendering.(2) This dissertation present and implement the associative method of Tiled Blocks and Batched LOD. We present the concept of "Index Template" for stitching the boundaries between the tiles of different LOD seamlessly. The experimental result showed that our approach have some advantages relative other algorithms, such as simple, rapid rendering, make the best of GPU, and would satisfy the requirements of a realistic real-time navigation for large-scale terrain.(3) Since the storage space and computation capacity and I/O bandwidth, very large-scale terrain may encounter a difficult problem that geometry data and texture data are too coarse to use directly. We present the method of procedural geometry that is built on the Terrain Tiled Quad-tree and the LOD algorithm. The texture generation operator is constructed and the method of dynamic pre-computation of patch-texture is presented. We dispose the storage of texture and terrain geometry correspondingly for improve the system performance. The experimental results showed that these methods are satisfied the demand of...
Keywords/Search Tags:Virtual Battlefield, large-scale terrain, data organization and scheduling, real-time rendering, procedural geometry, detail texture
PDF Full Text Request
Related items