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Large scale terrain tessellation in flight simulator visual system

  • Beihang University

科研成果: 书/报告/会议事项章节会议稿件同行评审

摘要

In order to solve the problem of high CPU usage and long rendering time in large scale terrain rendering in the flight simulator visual system, a GPU-based terrain tessellation algorithm is presented. We introduce an adaptive tessellation factor model combines screen-space projected area, terrain energy function and movement error function. This model conforms more closely to the hypsography, the velocity of viewpoint movement and the line of sight. And it separates the calculation of inside and edge tessellation factor in addition. We present a mesh refinement method which combines the PN triangles algorithm with displacement mapping based on mipmap and filtered-fBm. In practice, this method resolves aliasing and angularity in terrain mesh. The experimental results show that this algorithm renders high resolution terrain model in spite of coarse terrain mesh the CPU outputs. It can reduce redundant triangles and shorten the rendering time significantly without decreasing the rendering effect.

源语言英语
主期刊名2014 IEEE Chinese Guidance, Navigation and Control Conference, CGNCC 2014
出版商Institute of Electrical and Electronics Engineers Inc.
1028-1033
页数6
ISBN(电子版)9781479946990
DOI
出版状态已出版 - 12 1月 2015
活动6th IEEE Chinese Guidance, Navigation and Control Conference, CGNCC 2014 - Yantai, 中国
期限: 8 8月 201410 8月 2014

出版系列

姓名2014 IEEE Chinese Guidance, Navigation and Control Conference, CGNCC 2014

会议

会议6th IEEE Chinese Guidance, Navigation and Control Conference, CGNCC 2014
国家/地区中国
Yantai
时期8/08/1410/08/14

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