摘要
The common scheduling method of terrain blocks is based on the position of the viewpoint. Its memory efficiency is low due to its fixed visible window and view-independent scheduling region and timing. Aimed at this problem, a scheduling method of terrain blocks based on motion estimation is proposed. First, multi-resolution terrain partition is carried out according to space region and data density. Then space index of the terrain blocks is built through the integration of quad-tree and two-dimensional matrix. The scheduling method is mainly investigated in terms of the parameters of the position, direction, motion vector of the viewpoint and the number of polygons of terrain blocks, which can update the scheduling region and timing in real time by calculating the pre-loading region and the uninstall region. Experimental results show that this method improves the usage of memory and rendering speed fourfold on the average compared with the viewpoint-position-based one.
| 源语言 | 英语 |
|---|---|
| 页(从-至) | 880-885 |
| 页数 | 6 |
| 期刊 | Jisuanji Fuzhu Sheji Yu Tuxingxue Xuebao/Journal of Computer-Aided Design and Computer Graphics |
| 卷 | 21 |
| 期 | 7 |
| 出版状态 | 已出版 - 7月 2009 |
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