摘要
Frame rates are inversely proportional to the scale of terrain in real-time rendering. So large scale terrain rendering usually has very low frame rates and not steady when viewport moves. In order to improve the performance of very large scale terrain rendering, a viewport based prediction method was proposed. The total terrain data was partitioned into many small blocks and only visible parts were loaded. In addition, extrapolation algorithm was used to solve stuttering by loading blocks which would be visible in advance. The experimental results show that frame rates keep high when terrain scale increases and the rendering is steady. It can be used in virtual reality and other simulation systems.
| 源语言 | 英语 |
|---|---|
| 页(从-至) | 1202-1206 |
| 页数 | 5 |
| 期刊 | Xitong Fangzhen Xuebao / Journal of System Simulation |
| 卷 | 25 |
| 期 | 6 |
| 出版状态 | 已出版 - 6月 2013 |
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