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OALib Journal期刊
ISSN: 2333-9721
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Real-time Terrain Simplification Algorithm Based on Local Entropy and Quadtree Structure
基于局部熵和四叉树结构的地形简化算法

Keywords: Terrain simplification,Local entropy,Quadtree,Level of detail,View dependent
地形简化
,局部熵,四叉树,LOD,视点相关,三维地形可视化,虚拟现实

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Abstract:

Real-time simplification of terrain is very important in visualization of 3D terrain and Virtual Reality(VR). To best exploit the rendering performance, the scene complexity must be reduced as much as possible without leading to an inferior visual representation. The most common way to increase efficiency is the use of different levels of detail(LODs) for different areas of the scene. The algorithm in this paper is a real-time terrain simplification algorithm, based on local entropy. The algorithm adopts quadtree structure, which can provide real-time computation and high efficiency. The algorithm uses "Local Entropy" as error metric, improving the quality of simplified results. In an aspect of fixing "gaps" that is unavoidable in quadtree structure, the algorithm adopts more rational data structure to acquire higher efficiency. The experiment results indicate that the algorithm is practice and effective, which can meet the demand of real-time rendering in 3D terrain simplification and VR.

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