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Landform grid generating method being correlated with viewpoint and based on four-queue optimization

A grid generation and queuing technology, applied in image data processing, 3D modeling, instrumentation, etc., can solve the problems of unable to use the continuity of the field of view, consume CPU time, etc., to achieve smooth real-time roaming, less time overhead, and less time The effect of time cost

Inactive Publication Date: 2004-11-10
ZHEJIANG UNIV
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  • Claims
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Problems solved by technology

[0003] 1. Bottom-up layer-by-layer simplification generation method, that is, starting from the bottom layer of the grid, merging triangles that meet the conditions until the error of the triangles meets a given threshold, see [Linsdrom1996]PeterLindstrom, David Koller, William Ribarsky , Larry F. Hodges, Nick Faust, and Gregory Turner, "Real-time, Continuous Level of Detail Rendering of Height Fields," Proceedings of SIGGRAPH 96, 109-118., Simplification depends on the size of the terrain's finest resolution grid, Data that is relative to the entire terrain, both in terms of computation and storage, is not valid for large-scale terrains
[0004] 2. Gradual top-down refinement, the terrain grid is gradually subdivided and refined from the thickest triangle until the error of the triangle meets a given threshold, see [Linsdrom2001, 2002] (Peter Lindstrom and V.Pascucci, "Visualization of large terrains made easy," IEEE Visualization 2001, 363-370, Oct. 2001; Peter Lindstrom and V. Pascucci. "Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization". IEEE Transaction on Visualization and Computer Graphics, 2002.), this method starts from the thickest two triangles in each frame, performs top-down subdivision, and cannot take advantage of the coherence between the viewing areas
The number of triangles can be determined according to the rendering ability. The ROAM algorithm guarantees the rendering at a fixed frame rate for the real-time terrain rendering system. However, in the real-time rendering process, each time the priority queue needs to be updated, the complexity is 0(nlogn), and the new Calculating priorities also consumes CPU time

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  • Landform grid generating method being correlated with viewpoint and based on four-queue optimization
  • Landform grid generating method being correlated with viewpoint and based on four-queue optimization
  • Landform grid generating method being correlated with viewpoint and based on four-queue optimization

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Embodiment Construction

[0020] As shown in Figure 1, the viewpoint-related terrain grid generation method based on four-queue optimization proposed by the present invention includes the initialization of the terrain grid and the four-queues, the recalculation of errors and the update of the four-queues, and the triangles driven by the four-queues. Three basic steps to construct a network. The four queues refer to the four terrain triangle queues, which are the queues that need to be divided. s And queue Q that does not need to be split ns , The queue Q that needs to be merged m And queue Q that does not need to be merged nm . Where queue Q s And queue Q m To sort the queue, and queue Q ns And queue Q nm It is a non-sorted queue.

[0021] The specific process can be described as follows: the system first reads the original terrain data, namely DEM data, then uses the three steps of the present invention to complete the formation of the terrain triangle, and finally completes the drawing; when the terrain ...

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Abstract

The invention discloses a viewpoint-related four-queue optimization-based terrain mesh generating method, including: initializing the terrain meshes and four queues; recalculating error and updating the four queues; generating the terrain meshes by the four queues' driving triangles. It processes the original terrain data, can complete generating the terrain meshes within a limited time, and at the same time assure the quality of display picture. It uses the continuity between visual fields, can effectively control the number of triangles in the terrain meshes and adopts the four queues to drive the terrain meshes, only sequencing the meshing queues and combining queues, and when the viewpoint does not change greatly, the number of the terms in the meshing and combining queues is very small, thus reducing sequencing time, and enhancing the generating efficiency of the terrain meshes, so as to make real-time terrain ramble smoother and the display picture quality higher.

Description

Technical field [0001] The present invention relates to general image data processing or generation, and in particular to a method for generating a terrain grid based on four-line optimization related to viewpoints. technical background [0002] In order to realize real-time roaming of large-scale terrain, the terrain grid generated by the original terrain data must be simplified. The viewpoint-related terrain mesh simplification generation algorithm refers to the effective simplification of the terrain mesh under the current viewpoint according to a given error threshold, so that the simplified terrain triangle mesh and the original mesh are observed at a given viewpoint There is almost no difference in time. There are several ways to simplify the generation of terrain grids: [0003] 1. Bottom-up simplification generation method, that is, start from the bottom of the grid, merge the triangles that meet the conditions, until the triangle error meets the given threshold, see [Lin...

Claims

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Application Information

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IPC IPC(8): G06T17/05
Inventor 华炜陆艳青周栋鲍虎军
Owner ZHEJIANG UNIV
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