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Data Structures / Fast Algorithm For Rendering Of The Virtual Environment

Posted on:2008-07-15Degree:MasterType:Thesis
Country:ChinaCandidate:Y LiangFull Text:PDF
GTID:2208360242466379Subject:Software engineering
Abstract/Summary:PDF Full Text Request
With the rapid development of computer hardware and 3D technology, virtual reality rendering has become one of the hottest topics in computer graphics. One of important researching content of virtual reality is the large out-door terrain rendering, and it has make great effect in geographical information system, flight simulator and video game, etc.Large terrain rendering needs to be deal with separately by using fractal processing. LOD(Level of detail) has received more and much attention as the terrain fractal model technology.Some burdensome recursion algorithms are used in previous LOD technologies. They even need the recursion to spread many times. Although theory and structure are rigorous, enhancing the efficiency is actually difficulty. In recent years some researchers have improved many algorithms with suitable processes speed. But most of those algorithms also depend on CPU. With the rapid development of video card core technology which have been treated as professional device, are become generally equipment. The new task how to exert the high performance of video card are brought to us.This thesis investigates a static chunk LOD algorithm for improving utilized efficiency of video card. This algorithm has simple and effective processing and its rendering efficiency is independent of LOD depth. The effect of an application which using this algorithm is ideal.However, the static chunk LOD algorithm has some shortages actually, such as keeping physiognomy character of cliffy terrain surface, and some obvious geomorphy in terrain roaming. These problems will be fixed in the future.
Keywords/Search Tags:Terrain, Level of Detail, Static Mesh Model
PDF Full Text Request
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