介绍了一种基于视点相关和模型相关的混合LOD模型渲染方法.以二叉树为基本存储结构,通过变换了的长方体视景体对可视区域内场景重要部分md3模型进行裁剪,通过人物模型tag对手上的工具模型进行层次选择,同时对场景其他部分利用视点与模型距离进行模型的选择.最后解决了模型带来的“龟裂”问题.试验表明,该方法保持了场景实时绘制的逼真性和流畅性,有效地突出了场景的目的性和重要性.
This paper presents a model render method based on view-dependent and model-dependent. Making binary tree as the basic storage structure, using transposition cuboids' view volume cuts out the rod3 model in visible field of important scene, determines which level tool model will be right with the tag of player' s model. And makes a choice which level model in others scene will be right based on view-dependent. At last the crack caused by model is covered as well. The experiment results show that this method can keep the reality and fluency of Real-time rendering .scenes and effective stand out the aim and import of scene.