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Realistic rendering of virtual earth in real-time application

  • Cheng Wang*
  • , Shuling Dai
  • *Corresponding author for this work
  • Beihang University

Research output: Contribution to journalArticlepeer-review

Abstract

A new approach was proposed to enhance realism of virtual earth in VR-based real-time applications. A virtual earth which had 21600×10800 pixels surface texture, bumping surface and shine of atmosphere was constructed. The whole virtual earth was cut into 128 parts and then the position of vertices, normal vectors, texture coordinate were calculated by geometry. Using the techniques of the mixture of the textures of earth, normal and clouds, it achieved relatively vivid surface of the earth. By moving and scaling the board which had atmosphere texture, it showed the shine of atmosphere. To achieve good real-time, it eliminated the unvisible parts by judging the parts' visibility in real-time, and chose different resolutions of texture. Experiments show that this approach is able to run 45 frames per second with 1.02 GB texture pixels.

Original languageEnglish
Pages (from-to)1034-1038
Number of pages5
JournalBeijing Hangkong Hangtian Daxue Xuebao/Journal of Beijing University of Aeronautics and Astronautics
Volume37
Issue number8
StatePublished - Aug 2011

Keywords

  • Real time system
  • Virtual earth
  • Virtual reality

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