Computer Engineering and Applications ›› 2008, Vol. 44 ›› Issue (7): 123-125.

• 研发、测试 • Previous Articles     Next Articles

Optimized disquisition on basic arithmetic in 3D scene emulator

LI Xiang1,2   

  1. 1.Nanjing University of Science & Technology,Nanjing 210094,China
    2.East China Institute of Technology,Fuzhou,Jiangxi 344000,China
  • Received:2007-07-16 Revised:2007-09-10 Online:2008-03-01 Published:2008-03-01
  • Contact: LI Xiang

三维场景仿真过程中底层算法的优化研究

李 祥1,2   

  1. 1.南京理工大学,南京 210094
    2.东华理工大学,江西 抚州 344000
  • 通讯作者: 李 祥

Abstract: 3D scene which major element is up-and-down terrain is the foundation of all the 3D emulator and to offer an active ground or background space.It is widely used in simulation,virtual reality and games.Currently most optimized work emphasize particularly on different terrain theories and arithmetic and less attention on how to optimize the base arithmetic in great 3D scene building field.This article put forward a new method which using the vertical-array arithmetic to build fleetly the 3D scene.Compared to the list arithmetic,farther predigest the process then improve the efficiency.

摘要: 三维场景是所有三维仿真的基础,为三维形体提供一个活动场所或背景空间,在模拟、虚拟现实、游戏等众多领域中有着广泛应用。目前大量的研究侧重于不同地形生成理论与算法的优化研究,在底层算法方面侧偏爱于列表算法实现。结合三维场景生成实践,在运用常见地形算法基础上,立足OpenGL本身算法的优化,提出运用顶点数组算法来优化三维场景的快速生成,与列表算法比较,进一步简化了算法实现,提高了算法效率。