Development of a virtual level of detail scene graph for terrain modeling in Java3D (non-reviewed)

M. Pendergast
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引用次数: 1

Abstract

Summary form only given. Three-dimensional modeling of geographic information systems has become a reality due to the low cost of relatively powerful workstations, improved performance and memory capabilities of graphics hardware, and the introduction of cross-platform standards such as OpenGL and Java3d. The work presented in this paper is part of an ongoing project whose goal is to create efficient algorithms that support real-time display and fly through capabilities of large virtual world based on NASA and USGS mapping data. The size and resolution of the virtual world should not be limited to the size of RAM or even virtual memory; rather the segments should be loaded, as they are required. This requires the creation of a virtual level of detail segments (LOD) (based on Java3D geometry objects) that are dynamically retrieved as the user moves through the virtual world. To accomplish this it is necessary to have both an efficient storage and retrieval mechanisms and employ efficient rendering techniques. The algorithms employed should use a reasonable amount of disk space and does not unduly burden the network or processor. In addition to having efficient use of resources, the algorithm should minimize visual artefacts associated with LOD processing, namely gaps and checker boarding.
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在Java3D中开发用于地形建模的虚拟细节级场景图(未回顾)
只提供摘要形式。由于相对强大的工作站成本较低,图形硬件的性能和存储能力得到改善,以及跨平台标准(如OpenGL和Java3d)的引入,地理信息系统的三维建模已经成为现实。本文中介绍的工作是一个正在进行的项目的一部分,该项目的目标是创建有效的算法,以支持基于NASA和USGS地图数据的大型虚拟世界的实时显示和飞行能力。虚拟世界的大小和分辨率不应局限于RAM甚至虚拟内存的大小;相反,应该加载段,因为它们是必需的。这需要创建虚拟层次的细节段(LOD)(基于Java3D几何对象),当用户在虚拟世界中移动时,可以动态地检索这些段。要做到这一点,就必须拥有高效的存储和检索机制,并采用高效的呈现技术。所采用的算法应该使用合理数量的磁盘空间,并且不会过度增加网络或处理器的负担。除了有效地利用资源之外,该算法还应该最小化与LOD处理相关的视觉伪影,即间隙和检查器登机。
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