%0 Journal Article %T Real-time rendering of 3D large-scale scene based on improved quadtree algorithm
基于改进型四叉树算法的室外大规模场景实时渲染 %A WAN Wang-gen %A ZHOU Jun-wei %A TANG Jing-zhou %A
万旺根 %A 周俊玮 %A 唐经州 %J 计算机应用 %D 2007 %I %X The storage, look-up and view frustum culling of nodes in 3D scene are the key problems that affect the rendering efficiency in large scale scene. The paper introduced an improved quadtree algorithm to store and look up nodes and proposed an iterative algorithm in place of recursion algorithm. And we implemented the radial detection and viewed frustum culling based on this algorithm. The experimental results show that FPS is increased a lot in this way. The algorithm features in hierarchy of itself and sequence of coding, which avoids large computation in view frustum culling algorithm. %K quadtree %K scene management %K iterative algorithm %K view frustum culling
四叉树 %K 场景管理 %K 迭代算法 %K 视域剔除 %U http://www.alljournals.cn/get_abstract_url.aspx?pcid=5B3AB970F71A803DEACDC0559115BFCF0A068CD97DD29835&cid=8240383F08CE46C8B05036380D75B607&jid=831E194C147C78FAAFCC50BC7ADD1732&aid=41CC727DE0255BC43C08A30FE978F3DE&yid=A732AF04DDA03BB3&vid=DB817633AA4F79B9&iid=9CF7A0430CBB2DFD&sid=938DF4F02EA7B2E0&eid=572ABCACB4426B6D&journal_id=1001-9081&journal_name=计算机应用&referenced_num=0&reference_num=6