提出了一个针对大规模地形可视化中纹理技术进行改进的系统.为了使得地形块边界处的纹理实现无缝连接,在数据的初始化阶段提出了一种基于重复采样的实现分块纹理无缝拼接的纹理映射算法,定义了纹理误差,给出了详细的数学表达式,并证明了它具有良好的性质.在综合考虑地形纹理的屏幕投影大小和位置的基础上,基于纹理误差给出了一个确定纹理分辨率的算法.最后提出了一种预估计的方法来控制纹理释放的调度,预先调度出可能不可见的纹理块,减少内外存的数据交换.实验表明,该系统处理速度快且得到的画面质量较好.
A system that can improve the texturing technique for large scale terrain visualization is proposed.A texture mapping method based on overlap sampling is presented during initialization phase to implement tile texture joining without seams in the boundaries.The definition of texture error and its detail math expression are given,and its good properties is proved..Considered screen projection and position,an algorithm based on the texture error is proposed to determine texture resolution.Finally an advanced estimating method is proposed which can control the schedule for texture release that unloads possible invisible texture patches to induce data communication of main and second memory. The experiments show that results are good in the quality and high in the speed.