为了解决在渲染多细节层级地形过程中出现的裂缝问题,提出了一种基于4叉树的强制分割的改进算法.使用4叉树结构对地形片进行管理,当地形中相邻地形片之间的细节层级大于1时,通过对地形片进行强制分割,保证相邻地形片之间的细节层级差不大于1,从而解决裂缝问题.实验结果证明基于4叉树的强制分割算法在对地形进行渲染时,能够很好地解决地形裂缝问题,实现了地形的光滑连续的绘制,使绘制的地形更真实逼真,同时又不影响地形的高效实时渲染.
To address the problem of cracks in the procedure of rendering LOD (level of detail), a force split algorithm was proposed based on QuadTree. The terrain pieces were managed using a QuadTree structue, when the difference between detail levels of adjacent terrain piece is greater than 1, through forced split the terrain piece to ensure the difference between detail levels of adjacent terrain piece was less than 1, so as to solve cracle problems. Experimental results show that the QuadTree-based force split algorithm gives its excellent performs in the problem of solution and achieve a smooth and continuous mapping terrain, so that a more realistic rendering of the terrain, without compromising the efficient real-time terrain rendering.