Real-time rendering of photo-textured terrain height fields

L. Guedes, M. Gattass, P. Carvalho
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引用次数: 9

Abstract

Interactive tridimensional visualization of terrain models can be found in geographical information systems and computer games. Both applications share the need for high performance algorithms that are tailored to produce textured images in interactive time, say at least 5 frames per second. We propose and analyze the extension of a well known ray casting algorithm to the case where the view plane is not vertical. Three efficient algorithms are presented and compared. Experimental results are shown and conclusions are made.
实时渲染照片纹理地形高度场
地形模型的交互式三维可视化可以在地理信息系统和电脑游戏中找到。这两个应用程序都需要高性能算法,这些算法可以在交互时间内生成纹理图像,例如至少每秒5帧。我们提出并分析了一种著名的光线投射算法的扩展,该算法适用于视图不垂直的情况。提出并比较了三种有效的算法。给出了实验结果并得出了结论。
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