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论文《ROAMing Terrain: 实时最优适应网格的地形算法》
资源介绍
有关ROAMing地形算法的论文,强大
ROAMing Terrain: Real-time Optimally Adapting Meshes
摘要:
Terrain visualization is a difficult problem for applications requiring
accurate images of large datasets at high frame rates, such as flight
simulation and ground-based aircraft testing using synthetic sensor
stimulation. On current graphics hardware, the problem is to main-
tain dynamic, view-dependent triangle meshes and texture maps
that produce good images at the required frame rate. We present an
algorithm for constructing triangle meshes that optimizes flexible
view-dependent error metrics, produces guaranteed error bounds,
achieves specified triangle counts directly, and uses frame-to-frame
coherence to operate at high frame rates for thousands of triangles
per frame.
Our method, dubbed Real-time Optimally Adapting Meshes
(ROAM), uses two priority queues to drive split and merge op-
erations that maintain continuous triangulations built from pre-
processed bintree triangles. We introduce two additional perfor-
mance optimizations: incremental triangle stripping and priority-
computation deferral lists. ROAM execution time is proportionate
to the number of triangle changes per frame, which is typically a
few percent of the output mesh size, hence ROAM performance is
insensitive to the resolution and extent of the input terrain. Dynamic
terrain and simple vertex morphing are supported.
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