简介:Inthepreprocessingphase,theglobalterrainmodelispartitionedintoblockswiththeirfeaturepointsbeingpickedouttogenerateTINmodelforeachterrainblock,thenthemulti-resolutionmodelsofterrainorganizedintheformofquad-treeiscreatedbottom-up.Cracksbetweenterrainblocksareavoidedbyinsertingverticestoformcommonboundaries.Atrun-time,aview-dependentLODalgorithmisusedtocontroltheloadingandunloadingoftheproperblocksbyanadditionalsynchronousthread.ToeliminatetheartifactscreatedbyLODtransitions,geomorphingisusedinreal-time.TheserenderingstrategiesincreasethethroughputofGPUandavoidimbalanceofloadamongCPU,GPUandDiskI/O.Experimentalresultsshowthatthesystemcanperformvisuallysmoothrenderingoflarge-scaleterrainsceneswithfinequalityatanaveragerateof80fps.
简介:Simulationandrenderingoflarge-scalenaturalenvironments,especiallytheocean,hasalwaysbeenoneofthehotissuesincomputergraphics,whichcanproviderealismforvariousapplicationssuchascomputergame,movieandmilitaryusage.Simulationofoceanenvironmentisoftenlackofrealismforreal-timeapplicationduetoitscomplexityofdynamicwaves.Inthispaper,amethodbasedonFFTWavemodelisproposedtosolvethisproblem,whichcanalsosimulatetheoceanopticpropertywithatmospherescattering.Furthermore,ourmethodhasalotofadvantagesincludingglobaloceandatasetsupport,real-time,dynamicreflectionofocean,thefoamonthewave,smoothtransitionfromdeepoceantoseacoast,etc.Theexperimentalresultsdemonstratetherealismandeffectivenessofourapproach.