| 1. | A view - dependent dynamic multi - resolution terrain model of tin 的视相关动态多分辨率地形模型 |
| 2. | A view - dependent method for generation of large scale terrain 一种基于视点的大规模地形生成算法 |
| 3. | The display of view - dependent 3d multi - resolution terrain model 与视点相关的多分辨率三维地形显示 |
| 4. | A view - dependent multi - resolution terrain simplification based on adaptive quadtrees 基于自适应四叉树视相关的多分辨率地形简化 |
| 5. | 2 . in this dissertation , we present an algorithm of view - dependent lod three dimension fractal trees 提出一种基于分形迭代l system的视相关三维树实时绘制算法。 |
| 6. | In the interactive rendering process , a data block scheduling algorithm is used to realize the view - dependent paging 在给定参数的控制下,将多分辨率数据分为内外存两部分。 |
| 7. | In this dissertation , we present an algorithm of view - dependent continuous level of detail terrain simplification and 3d clouds rendering based - on fractal . the terrain mesh generated by using previous random mid - point displacement is usually uniform 首次将层次细节lod技术引入到分形地形绘制中,并将该方法成功应用于三维的云彩绘制,利用随机函数特性模拟云彩的动画。 |
| 8. | This paper mainly discusses the following aspects : the creation method of irregular triangular network from regular grids , fast computing method of vertex normals in tins , the creation method of multiresolution terrain models and method of view - dependent real - time rendering 本文具体研究内容集中于基于规则格网的不规则三角网生成算法、不规则三角网顶点法矢量的快速计算方法、多分辨率地形模型的构造方法和视点相关的实时绘制方法。 |
| 9. | In this disseytation , we present a new algorithm of view - dependent multiresolution terrain simplification based on adaptive quadtrees . especially , we discuss these main problems in multiresolotion terrain rendering such as levels of detail mesh generation , vedex evaluating and er 最后,将该算法应用于dem地形模型简化中,简化前的地形绘制帧速率为4fps ,简化后的地形绘制帧速率为70fps左右,在绘制图象质量没有明显退化的前提下,能满足视觉和实时划览的需要。 |