对已有算法进行了综合及改进,对地形绘制中的四叉树剖分控制、DEM分块、纹理自动分块、地形数据的数据库存储、视见体剪裁、误差控制、裂缝拼接等方面进行了深入研究,提出了改进方法,并结合OpenGL立体显示技术,基于微机平台实现了一个简洁、快速的大规模真三维立体地形实时绘制原型系统,达到了很好的效果。实验结果表明,该算法实现简单、内存开销较少、CPU耗费小,具有较低的时间、空间开销,适于大规模地形的真三维实时可视化。
Based on previous algorithms, this paper designed a new easy and fast terrain-rendering algorithm. Including the procedure of quad-tree generating, the texture automatic piecemeal, the terrain data database saves, view-culling, error-control and crack elimination conducted the thorough research and proposed a improvement method, unified the OpenGL stereo display technology, was realized succinctly based on the microcomputer platform, the fast large-scale really three dimensional terrain real-time plan prototype system, achieved a good visual effect and a high and steady FPS just on PC platforms. The exper-imental result indicates that, the algorithm realization is simple, the memory expenses are less, CPU consumed slightly, has a lower time and spatial expenses. It is suitable for the large-scale terrain really three dimensional real-time visible.