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 Platform: |
Size: 302262 |
Author:齐名 |
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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 Platform: |
Size: 302080 |
Author:齐名 |
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Description: OPENGL与四叉树完成地形的模拟,对三维GIS有很大的帮助!值得一看!-OpenGL and Quadtree completed terrain simulation and 3D GIS is a great help! An eye-catcher! Platform: |
Size: 1324032 |
Author:zxy |
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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 Platform: |
Size: 879616 |
Author:张丰 |
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Description: 一个基于OPENGL生成地形网格的例子,算法四叉树-OPENGL generate a terrain based on the grid example, the algorithm quadtree Platform: |
Size: 207872 |
Author:肖鹏 |
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Description: 地形漫游在仿真、模拟、虚拟现实等领域中有着广泛应用. 大规模地形的实时漫游算法一般采用视见体裁剪和与视点相关的连续细节层次等技术来减少实际绘制的地形数据量. 通过地形分块和视见体投影三角形扫描算法实现快速裁剪, 通过调整顶点的高度值消除裂缝, 通过基于三角形的四叉分割实现连续细节层次地形简化, 简化了算法实现, 提高了算法效率. 在没有利用帧连贯性的情况下, 算法可以在PC 机上实现较大规模地形的快速交互式漫游.-Roaming terrain in the simulation, simulation, virtual reality and other areas has a broad application. Large-scale real-time roaming terrain algorithm generally see as frustum culling and view-dependent continuous level of detail, such as techniques to reduce the actual rendering of terrain data. Through the terrain block and visually see the projector triangle body scan algorithm for fast cutting, by adjusting the height of peak value of the elimination of cracks in a triangle-based quadtree segmentation realize Continuous Level of Detail Terrain simplification simplified algorithm, improve the efficiency of the algorithm. In the absence of the use of frame coherence, the algorithm can realize in the PC, the rapid large-scale interactive roaming terrain. Platform: |
Size: 252928 |
Author:万方 |
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Description: 四叉树实现的三维地形源程序!很经典,对可执行程序的补充-Quadtree source to achieve three-dimensional terrain! Classic on the executable program of supplementary Platform: |
Size: 376832 |
Author:alex |
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Description: 有关网络游戏地形优化的实例!用四叉树做的。-Optimization of the network game example of the terrain! Using Quadtree do. Platform: |
Size: 3562496 |
Author:xiaoqiang |
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Description: 有关网络游戏地形优化的实例!用四叉树做的(2)。-Optimization of the network game example of the terrain! Using Quadtree do (2). Platform: |
Size: 3946496 |
Author:xiaoqiang |
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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). Platform: |
Size: 4362240 |
Author:xiaoqiang |
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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). Platform: |
Size: 786432 |
Author:xiaoqiang |
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Description: OPENGL与四叉树完成地形的模拟,对三维GIS开发-OPENGL with complete quadtree terrain simulation, the development of three-dimensional GIS Platform: |
Size: 1860608 |
Author:anthony |
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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. Platform: |
Size: 7037952 |
Author:11 |
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Description: 简单的地形渲染程序,使用了四叉树的LOD优化算法。-Simple rendering of the terrain, the use of the LOD Quadtree Optimization. Platform: |
Size: 3798016 |
Author:xuhao |
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Description: 实现了地形图像等的四叉树分层,根据图像的梯度和稠密分布进行分层处理。-Realized images of the terrain quadtree hierarchical, according to the image gradient and the dense distribution of slicing. Platform: |
Size: 139264 |
Author:Li Yanli |
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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. Platform: |
Size: 303104 |
Author:佟杰 |
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