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兵工学报 ›› 2011, Vol. 32 ›› Issue (11): 1411-1415.

• 研究简报 • 上一篇    下一篇

瓦片块四叉树动态地形层次细节算法

张豫南1, 王冬1,2, 夏乙3, 李瀚飞4   

  1. (1.装甲兵工程学院 控制工程系, 北京 100072;2.武汉军械士官学校 无人机系湖北 武汉 430075;3.重庆航天职业技术学院重庆 400021;4.66222部队 北京 100000)
  • 收稿日期:2010-06-30 修回日期:2010-06-30 上线日期:2014-05-04
  • 通讯作者: 张豫南 E-mail:zhang_yunan@sina.com
  • 作者简介:张豫南(1962—), 男, 教授, 博士生导师
  • 基金资助:
    国家部委项目(623010102)

A Quad-tree Dynamic Terrain Levels Algorithm

ZHANG Yu-nan1, WANG Dong1,2, XIA Yi3, LI Han-fei4   

  1. (1.Department of Control Engineering,Academy of Armored Force Engineering, Beijing 100072, China;2.Department of3.Chongqing Aerospace Polytechnic College, Chongqing 400021, China;4. Unit 71521 of PLA, Beijing 100000, China)
  • Received:2010-06-30 Revised:2010-06-30 Online:2014-05-04
  • Contact: ZHANG Yu-nan E-mail:zhang_yunan@sina.com

摘要: 针对动态地形中车辙实时可视化的要求,提出并实现了一种基于图形处理器(GPU)的动态地形层次细节(LOD)算法。以基于GPU的动态地形算法作为地形形变算法,以瓦片块四叉树算法作为地形绘制算法,通过重复使用一小块顶点缓存和索引缓存,结合不同的缩放和平移因子来渲染不同细节层次的瓦片块,实现了视点相关连续LOD动态地形可视化。对地形块增加“裙子”顶点,并使增加的裙子三角形和瓦片块地形绘制算法无缝衔接在一起,消除了不同细节层次的瓦片块拼接时可能产生的裂缝现象。在碰撞检测时利用着色器实现了在GPU上进行地形高程值查询。实验表明,该算法充分利用了GPU的特性,对动态地形的渲染是可行的和有效的,适合于大规模动态地形的绘制。

关键词: 计算机应用, 动态地形, 图形处理器, 层次细节, 多分辨率

Abstract: To meet the special requirements for the rut visualization in dynamic terrain simulation, a dynamic terrain level of detail (LOD) algorithm based on graphic processing unit (GPU) was proposed. It was used as the terrain deformation algorithm, meanwhile, the tiled block quad-tree algorithm was used to render the deformed terrain. By repeat using a small vertex buffer and index buffer, combined different scales and bias factors, each block was rendered with different levels of detail. To correct the potential cracks between neighboring blocks with different levels, the skirt was added to each block’s border. The skirt was incorporated with the block render method seamlessly. The query for the elevation was fulfilled in the collision detection. Finally, the experiment results show that the method is feasible and valid.

Key words: computer application, dynamic terrain, graphics processing unit, level of details, multi-resolution

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