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Research On The Real-Time Rendering Method Of Large-Scale Three-Dimensional Scene

Posted on:2012-02-12Degree:MasterType:Thesis
Country:ChinaCandidate:Q L WuFull Text:PDF
GTID:2218330362956275Subject:Communication and Information System
Abstract/Summary:PDF Full Text Request
The invention of computers has brought a lot of great changes to the human life. As the computer technology developed rapidly, the virtual reality technology came out. It helps people simulate the scenes of the real world in the computer. For example, we can make a map of lots of mountains used in many kinds of computer games. Besides, we can make very complicated virtual training courses used for military or medical science. The most important purpose is to make people feel immersive. Terrain walkthrough is one of the applications of this technology. It is used in most of computer games and military applications, for example, the flight simulations. In the system of terrain walkthrough , if the amount of terrain data is so large that the computer hardware can't process them efficiently in time ,the walkthrough efficiency will be limited .It's hard to keep the high efficiency and the sense of reality at the same time. In recent years, many researchers have done a lot of work on how to maximize the walkthrough efficiency and keep the sense of reality. But the problem still exists because of large numbers of data.Now, there are a lot of algorithms about terrain modeling, view frustum culling, making texture, managing data to solve the problem of efficiency in large-scale terrain walkthrough system. This paper also focused on algorithms and technologies about modeling, view frustum culling and texture .In this paper, it uses the quadtree algorithm to model, the structure of which is very simple. It is easily implemented and most widely used .In the algorithms of view frustum culling. This paper uses the method of frustum of pyramid instead of the method of frustum of cone to increase the efficiency of culling and walkthrough. In order to make the terrain more real, this paper uses multi-texture blending techniques. Finally, the paper design and implement a terrain walkthrough simulation system which can be able to simulate the real world scene efficiently.
Keywords/Search Tags:walkthrough, terrain, modeling, culling, texture
PDF Full Text Request
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