随着数据采集手段的提高,所获得的地形几何数据与纹理数据已远超出内存容量,如何对海量地形与纹理数据进行实时绘制一直是研究的热点问题,文中致力于为该问题提供解决方案。clipmap结构具有简单且利于硬件加速的特点,文中基于clipmap结构给出一种海量地形几何数据与纹理数据的绘制方法,并针对纹理数据量大的问题,给出一种基于缓冲区的纹理调度策略。实验表明,基于统一clipmap结构的地形绘制方法能较好地对海量地形数据及纹理数据进行实时绘制。
Nowadays, with the rapid development of data acquiring skill, the data of massive terrain and its corresponding texture data is so big that can not fit in memory. How to render these huge data in real time is a hot topic in research area. It aims to provide a solution for the problem. Clipmap structure is simple and conducive to the hardware acceleration. Based on clipmap structure,give a drawing method of a massive terrain geometry data and texture data, and for the large amount of texture data give a kind of scheduling policy based on the texture of the buffer. The experiment shows that the terrain rendering method based on unified clipmap structure can render real-time massive terrain data and texture data better.