基于粗糙度的误差度量

Ping Yu, Songjiang Wang, Yanlei Zong, Chong Liang
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引用次数: 0

摘要

在动态地形可视化中,误差度量决定了每帧中三角形的数量,影响着地形的逼真度和算法的实时绘制效率。屏幕误差计算方法在实时渲染时需要进行大量的维护工作,并产生大量的冗余三角形以消除t型结和裂缝。这将降低实时渲染地形的速度。本文采用局部粗糙度因子约束嵌套球误差度量能更好地反映局部地形细节,同时减少平面区域的冗余三角形。并利用帧相干性的延迟估计减少了计算量,进一步提高了算法的效率。实验表明,采用带约束的误差度量的动态地形可视化算法可以有效地减少冗余三角形,并在实时渲染中很好地表示变形区域。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The error metric based on roughness
The error metric determines the number of triangles per frame, and affects the fidelity of terrain and efficiency of the algorithm in real-time rendering in dynamic terrain visualization. The screen error calculation method requires a lot of maintenance work and produces a large number of redundant triangles to eliminate T-junction and crack in the real-time rendering. So this will reduce the speed of real-time rendering of terrain. In this paper, using the local roughness factor constraint nested sphere of error metric can better reflect the details of local topography, while reducing redundancy triangle in flat region. And take advantage of the delay estimate frame coherence to reduce the computation and further improve the efficiency of the algorithm. Experiments demonstrate that the dynamic terrain visualization algorithm, using the error metric with constraints, can effectively reduce the redundant triangles and represents the deformed region very well in real-time rendering.
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