We use cookies to improve your experience with our site.

基于规则网格的数字地形模型中的三角形的从前至后排序算法

Back-to-Front Ordering of Triangles in Digital Terrain Models over Regular Grids

  • 摘要: 在诸如动画和视频游戏之类的许多领域,或者在生成土木工程涉及的剖面图、截面图和轮廓时,访问符合某个数字地形模型的三角形尤其重要。尤其当遍历的输出以某种方式依附于随时改变的附加参数或信息时,如,移动的视角,执行有效访问成了一个问题。本文提出了一组规则:给定定义于一个规则网格的数字地形模型和该地形之外的任意一点,定义了一个针对这一点的电子地形模型三角形集的全局的从后至前的顺序。此组规则最小、完整、准确。我们已经执行了基于CPU的为实际绘制规则网格中高地的算法,以此来评估此组规则。此算法没有使用我们图形卡专属的Z-buffer或着色器。本文呈现了我们算法的执行方法和从合成和真实数据中获取的视觉结果。此外,本文讨论了两个与算法性能相关的算法:根据网格索引访问三角形并且不解决隐线问题的最简算法,和我们电脑专属的图形卡提供的z-buffer。当视角在3D空间随意移动时,我们的算法可实现实时交互,并且结果显示它的性能和Z-buffer图形卡的性能一样好。

     

    Abstract: Visiting triangles that conform a digital terrain model is a core operation in a number of fields like animation and video games or generating profiles, cross-sections, and contours in civil engineering. Performing the visit in an efficient manner is an issue specially when the output of the traversal depends in some way on additional parameters or information changing over time, for example, a moving point of view. In this work we report a set of rules that, given a digital terrain model defined over a regular grid and an arbitrary point of view outside the terrain, define a total back-to-front order in the set of digital terrain model triangles with respect to the point. The set of rules is minimal, complete and correct. To assess how the rules perform, we have implemented a CPU-based algorithm for realistically rendering height fields defined over regular grids. The algorithm does not make use of the z-buffer or shaders featured by our graphics card. We show how our algorithm is implemented and show visual results obtained from synthetic and real data. We further discuss the algorithm performance with respect to two algorithms:a naive algorithm that visits triangles according to grid indices and does not solve the hidden line problem, and the z-buffer provided by the graphics card featured by our computer. Our algorithm allows real-time interaction when the point of view arbitrarily moves in 3D space and we show that its performance is as good as that of the z-buffer graphics card.

     

/

返回文章
返回