提出了一种基于了“宏三角形”网格的地形漫游算法(Hyper-ROAM)。该算法可以充分利用现代GPU的硬件特点,实现大规模地形数据的实时连续细节层次渲染。通过改变该算法中的宏三角形内部复杂度,传统的ROAM算法成为了Hyper-ROAM算法的一个特例。实验证明ROAM算法并非是Hyper-ROAM算法所有特例中效率最高的一种,适当选择宏三角形的秩,可以大大提高渲染效率。
关 键 词 连续细节层次; 宏三角形; ROAM算法; 实时渲染; 地形渲染
Abstract In this paper, a terrain render algorithm is developed based on marco-triangle conception, which called Hyper real-time optimally adapting meshes algorithm (Hyper-ROAM). The algorithm can take full advantage of the hardware features of modern GPU, realizing large-scale terrain for real-time continuous level of detail rendering. By adjusting the complexity of macro-triangle, the traditional ROAM becomes a special case of Hyper-ROAM algorithm space. Our tests shown that the traditional ROAM is usually not the best case. It is more efficient to select a proper complexity of the marco-triangles.
Key words continuous lod; marco-triangle; real-time optimally adapting meshes algorithm; real-time rendering; terrain rendering
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