Computer Engineering and Applications ›› 2007, Vol. 43 ›› Issue (14): 87-89.

• 产品、研发、测试 • Previous Articles     Next Articles

A Tiling technology for Creating Extra-Large Scale Terrain


  • Received:2006-09-22 Revised:1900-01-01 Online:2007-05-10 Published:2007-05-10


周政春 缪小亮 万旺根   

  1. 上海大学 上海大学 上海大学
  • 通讯作者: 周政春

Abstract: The paper proposes a real-time tiling method for extra-large scale terrain rendering. The core idea is based on a loading-on-demand technique which dynamically loads visible parts of the terrain model, then titling and rendering. The method solves the boundary match problem for adjacent terrain blocks in dynamic loading which avoids “cracks” and rebuilds the whole terrain identically and seamlessly. Using this method, real-time walkthrough of 144 terrain data is implemented on platform of PIV 2.4GHz, 512MB, ATI 9550. Experimental results show that the efficiency of algorithm is high on both time and memory and the method supports real-time visualization of extra-large scale terrain. It is also a functional module in our newly-designed Game Engine.

摘要: 本文提出了一种适合于超大规模地形的渲染的实时拼接技术。其核心思想是基于地形动态载入技术,对地形可见部分实时载入、拼接和渲染。该方法解决了地形边界匹配的问题,使得缝合的地形不产生裂缝,实现自然还原。在PIV 2.2G、ATI 9550显卡、512MB RAM的硬件平台上,本技术可实现大约144平方公里的地形实时渲染。实现表明,该方法能够提高渲染速度,降低内存开销,适合于超大规模地形的实时可视化。此项设计也是游戏引擎中的一个功能模块。