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Description: 四叉树剖分地归算法Terrain示例(仅仅算法实现)-quadtree mesh algorithm Terrain classified examples (only Algorithm)
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Size: 740277 |
Author: 王云 |
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Description: 四叉树(lod)实现地形三维可视化的程序,内有代码和数据-quadtree (incomplete) 3D terrain visualization procedures, which have code and data
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Size: 302262 |
Author: 齐名 |
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Description: direct3d四叉树海量数据地形分细节层次显示direct3d四叉树海量数据地形分细节层次显示
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Size: 880170 |
Author: 张丰 |
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Description: 需要d3d 9SDK,一个图形引擎的一部分,包括3DS MAX的导出插件,模型文件导入,四叉树LOD,等。 -D3D 9SDK needs, a part of the graphics engine, including 3DS MAX plug-derived model file import, quadtree LOD, etc.
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Size: 990912 |
Author: 魏旭东 |
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Description: 需要d3d 9SDK,一个图形引擎的一部分,包括3DS MAX的导出插件,模型文件导入,四叉树LOD,等。 -D3D 9SDK needs, a part of the graphics engine, including 3DS MAX plug-derived model file import, quadtree LOD, etc.
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Size: 990208 |
Author: 魏旭东 |
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Description: 实现大规模室外场景渲染技术,本程序使用基于严格的四叉树的方法建立一个LOD算法,并用该LOD算法实现了一个视点相关的动态多分辨率地形。采用多遍地面纹理,亮度图等技术来照明场景。同时DEMO还实现了Billboard,运动模糊,的功能。程序采用C++,模块化的结构让程序具有很高的可扩展性。
-achieve large-scale outdoor scene rendering technology, the use of procedures based on strict quadtree methods to establish a LOD algorithm, and the LOD algorithm with a view to achieve the dynamic multi-resolution terrain. Many times using ground texture, brightness map technology to lighting scenes. DEMO while also achieving the Billboard, motion blur, function. Adoption of C, the modular structure allows procedures with high scalability.
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Size: 1571840 |
Author: 小李 |
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Description: 四叉树剖分地归算法Terrain示例(仅仅算法实现)-quadtree mesh algorithm Terrain classified examples (only Algorithm)
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Size: 740352 |
Author: 王云 |
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Description: 四叉树(lod)实现地形三维可视化的程序,内有代码和数据-quadtree (incomplete) 3D terrain visualization procedures, which have code and data
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Size: 302080 |
Author: 齐名 |
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Description: OPENGL,绘制地形,QuadTree四叉树方法-OpenGL, topographic mapping, QuadTree quadtree
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Size: 1274880 |
Author: 王五 |
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Description: 四叉树的实现以及四叉树的优化算法,所以适用于对游戏的应用-quadtree, and the realization of the quadtree algorithm optimization, apply to the application of game
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Size: 204800 |
Author: chenwude |
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Description: direct3d四叉树海量数据地形分细节层次显示direct3d四叉树海量数据地形分细节层次显示-Direct3D quadtree terrain mass data points show the Direct3D LOD Quadtree Topographic mass data show levels of detail
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Size: 879616 |
Author: 张丰 |
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Description: 此种模型绘制类似米字形的网格。由于整个过程递归调用绘图函数,所以可以根据误差判断绘制DEM的精细程度,从而绘制出不同精细程度的DEM,为解决漫游中数据量较大而引起的画面不流畅现象提供了模型基础。 本文并没有对LOD作研究,只是给出了四叉树的建立和遍历绘图的方法。
#include "Pt3d.h" //空间点类(主要记录空间点的x,y,z)
-Rendering such a model similar to rice-shaped grid. Recursive calls as a result of the whole process of mapping function, so it can be judged according to the error map of the fine DEM, thus rendering a different degree of precision DEM, for the settlement of roaming in the amount of data arising from the larger screen does not provide a model of fluid based on the phenomenon. This article does not LOD for research, but given quadtree traversal of the establishment and mapping method.# Include Pt3d.h // space-point type (mainly recorded space points x, y, z)
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Size: 5120 |
Author: zhanglei |
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Description: 四叉树递归
此种模型绘制类似米字形的网格。由于整个过程递归调用绘图函数,所以可以根据误差判断绘制DEM的精细程度,从而绘制出不同精细程度的DEM,为解决漫游中数据量较大而引起的画面不流畅现象提供了模型基础。 本文并没有对LOD作研究,只是给出了四叉树的建立和遍历绘图的方法。
-Recursive quadtree rendering such models similar character-meter grid. Recursive calls as a result of the whole process of mapping function, so it can be judged according to the error map of the fine DEM, thus rendering a different degree of precision DEM, for the settlement of roaming in the amount of data arising from the larger screen does not provide a model of fluid based on the phenomenon. This article does not LOD for research, but given quadtree traversal of the establishment and mapping method.
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Size: 1024 |
Author: Louis |
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Description: 有关网络游戏地形优化的实例!用四叉树做的(3)。-Optimization of the network game example of the terrain! Quadtree do with the (3).
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Size: 4362240 |
Author: xiaoqiang |
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Description: 这是一个Linux下的用C++写的QuadTree的LOD程序!希望对学习Linux编程的有帮助-This is an under Linux using C++ written in the LOD procedure QuadTree! Wish to study Linux programming help
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Size: 2007040 |
Author: hubin |
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Description: 《3D游戏编程》随书光盘 第7章 外部地形处理:三维世界的处理技巧, 有详细源代码, 包括3D地形生成技巧, 控制摄像机实现地形上的移动,裁剪多余多边形,给引擎减重,四叉树:有效管理较大地形的方法, 四叉树的剔除:速度优化技巧, LOD:使用LOD进行地形处理,防止龟裂:龟裂问题的解决。-" 3D Game Programming" book with CD-ROM Chapter 7 deal with the external landscape: the world of three-dimensional treatment techniques, there is a detailed source code, including 3D terrain generation techniques, to control the terrain on implementation of the camera movement, cutting redundant polygon, to the engine weight, Quadtree: the effective management of a larger method of terrain, the four-tree removed: the speed of optimization techniques, LOD: the use of LOD terrain to deal with and prevent cracking: cracking problem.
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Size: 7037952 |
Author: 11 |
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Description: 采用VC及Opengl基于四叉树及LOD算法的室外三维地形实时渲染源代码-The use of VC and Opengl quadtree-based LOD algorithm and outdoor real-time rendering of three-dimensional terrain source code
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Size: 1469440 |
Author: flamingo |
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Description: 介绍四叉树基于视点LOD算法简化地形的图形编程资料,很有实用性,还带有其它效果的算法-Introduced Quadtree LOD algorithm based on the simplified view of the graphical programming information terrain is very practical, but also with other effects of the algorithm
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Size: 651264 |
Author: 薄涛 |
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Description: 在OpenGL中实现地形的基于四叉树的LOD算法-Implemented in the OpenGL-based Terrain Quadtree LOD algorithm
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Size: 3644416 |
Author: 张洁 |
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Description: 小型地形漫游系统,实现四叉树LOD地形,雾化等-Small terrain walkthrough system, to achieve quadtree LOD terrain, fog
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Size: 19156992 |
Author: 苏杭 |
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