A simulation method for large-scale terrain roam based on rule grid
A large-scale terrain, simulation method technology, applied in 3D modeling, 3D image processing, image data processing and other directions, can solve the problem of no implementation algorithm, low efficiency, etc., to improve the rendering speed, fast update speed, Improve the effect of speed problems
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[0052] The concrete implementation of the present invention can be divided into following main steps, as Figure 5 Shown:
[0053] 1. Use the Geometry Clipmap framework in the preprocessing stage to form a clipmap pyramid
[0054] According to the size of the terrain, set the grid size of each clipmap pyramid to be n×n, with a total of L layers. In order to ensure the alignment between the two layers of grids, n must be an odd number, and when the texture size is a power of 2, the hardware can be optimized, so the present invention selects n=2 k +1 (k is an integer greater than zero), which happens to ensure that the texture size is 2 to the power of k. At the same time, when the amount of terrain data is M×N vertices, the clipmap size n and the number of layers L have the following relationship:
[0055] (n-1)×2 L +1≥max(M,N) (3)
[0056] Construct a vertex queue of size n×n and an index queue of size 2n×(n-1) for each clipmap level.
[0057] Vertex Queue: Read DEM data...
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