Abstract
A time-controlling algorithm was proposed to deal with terrain rendering. In the algorithm, each terrain block is assigned a certain time according to the total rendering time given in advance. Visual apperception is used to decide multi-resolution levels. The algorithm guarantees that every frame is rendered in preset time independent of the terrain or the eye position. The slow or jerky phenomena during roaming can be successfully avoided, which are usually caused by unstable rendering frame rate. The algorithm is suitable to massive terrain real-time roam system. At last, the experiment proves that this algorithm is feasible and valid.
| Original language | English |
|---|---|
| Pages (from-to) | 356-359 |
| Number of pages | 4 |
| Journal | Xitong Fangzhen Xuebao / Journal of System Simulation |
| Volume | 18 |
| Issue number | SUPPL. |
| Publication status | Published - Aug 2006 |
Keywords
- 3D terrain
- Multi-resolution
- Regular square grid
- Stable frame rate