摘要
A new method for real-time controllable detail synthesis and rendering of large terrain based on data chunk was proposed in order to overcome the difficulty in accessing the dataset for rendering the real large terrain, and reduce data storage and management pressure. Chunk hiberarchy is adopted to organize samples, and the controllable detail synthesis presented is chunk-based. Chunk subdivision is used to generate new samples and a Perlin-noise based controllable multifractal algorithm is given to compute details. The influencing factor for the fractal makes sure the details generated are controlled by the real terrain features. A uniform refine criterion is studied to integrate detail synthesis and the view-dependent LOD rendering mechanism. The new chunks synthesized together with original chunks form a two-level adaptive hierarchy, and large terrain rendering is completed. The method is implemented in a GPU-oriented way, and real-time synthesis algorithm is achieved on GPU. Experiments show that the method can real-time produce fine large terrain scene similar to the true terrain using limited terrain samples.
| 源语言 | 英语 |
|---|---|
| 页(从-至) | 406-412 |
| 页数 | 7 |
| 期刊 | Jilin Daxue Xuebao (Gongxueban)/Journal of Jilin University (Engineering and Technology Edition) |
| 卷 | 39 |
| 期 | SUPPL. 2 |
| 出版状态 | 已出版 - 9月 2009 |
| 已对外发布 | 是 |
学术指纹
探究 'Real-time detail synthesis and rendering of large terrain based on data chunk' 的科研主题。它们共同构成独一无二的学术指纹。引用此
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver