CN105741335A - Fast drawing method of multi-level war-game map based on blocking structure - Google Patents

Fast drawing method of multi-level war-game map based on blocking structure Download PDF

Info

Publication number
CN105741335A
CN105741335A CN201610059512.4A CN201610059512A CN105741335A CN 105741335 A CN105741335 A CN 105741335A CN 201610059512 A CN201610059512 A CN 201610059512A CN 105741335 A CN105741335 A CN 105741335A
Authority
CN
China
Prior art keywords
vertex
lod
unit
array
hexagonal
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Granted
Application number
CN201610059512.4A
Other languages
Chinese (zh)
Other versions
CN105741335B (en
Inventor
李静
王文成
张瀚
刘格林
徐永志
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Institute of Software of CAS
Original Assignee
Institute of Software of CAS
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Institute of Software of CAS filed Critical Institute of Software of CAS
Priority to CN201610059512.4A priority Critical patent/CN105741335B/en
Publication of CN105741335A publication Critical patent/CN105741335A/en
Application granted granted Critical
Publication of CN105741335B publication Critical patent/CN105741335B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T11/002D [Two Dimensional] image generation

Landscapes

  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Engineering & Computer Science (AREA)
  • Theoretical Computer Science (AREA)
  • Processing Or Creating Images (AREA)

Abstract

The invention relates to a fast drawing method of a multi-level war-game map based on a blocking structure. The fast drawing method comprises the steps of: establishing a hexagonal grid template block; calculating all vertex positions in the hexagonal grid template block and storing; calculating the number of splicing blocks needed in directions X and Y according to a resolution ratio of a hexagonal grid needing to draw; drawing each splicing block one by one. According to the fast drawing method of the multi-level war-game map based on the blocking structure, the reusability characteristics of the hexagonal grid on geometric structures and material attributes are discovered, the redundant calculation is reduced, the calculation speed is improved so that the speed of drawing a large-scale hexagonal grid is real-time.

Description

A kind of multi-level war game map fast drawing method based on blocking organization
Technical field
The invention belongs to computer simulation technique and computer graphics techniques field, particularly relate to the Fast Drawing of the multilayered structure based on blocking organization of war game map.
Background technology
The process of war game map digitizing is the important step during computer war game system realizes.Whole or shaped area, local are carried out galvanized hexagonal wire mesh and format by it, terrain information is converted to according to certain rule the attribute on hexagonal gridding elemental area or limit, uses for war game chess piece.In actual applications, for accurate shape information corresponsively, hexagonal gridding often has substantial amounts of hexagonal cells, and has various material attribute (color, live width etc.).The limit of a large amount of unlike materials, iso-surface patch calculate the bottleneck often becoming restriction visible system display efficiency, and very limited about the research of this respect at present.
Traditional hexagonal gridding method for drafting is the central point first calculating all hexagonal grid unit, is then that each central point calculates six corresponding summits, finally draws the line segment connecting six summits.This drafting mode is simple but comprises bulk redundancy operation.Such as calculating and the double counting etc. of adjacent hexagonal gridding element sides of central point.If hexagonal gridding unit number is N, traditional method needs calculate 6N summit and draw 12N bar limit.
For this, Yang Lun et al. (Yang Lun, Peng Chunguang, Huang Jian, Huang Kedi. the research of war game simulation mesorelief quantization algorithm with realize. Computer Simulation .2008,25 (9): 96-99.) a kind of hexagonal gridding accelerated drafting method based on pel is proposed.It, according to the structure law in hexagonal gridding, extracts the pel comprising 4 limits, and during drafting, translation repeats to draw pel.The method is avoided that substantial amounts of redundant operation, and its calculative number of vertex is 2N, and total limit number of drafting is 3N.
Hexagonal gridding is also geometry organizational structure important in computer graphics.But current research focuses mostly on and generates (Liu Yongkui at the straight, curved line based on hexagonal gridding system, Shi Jiaoying. the figure on hexagonal gridding shows. computer-aided design and graphics journal .2004,16 (3): 331-336), window clipping (Fu Wenchao. improve based on graphic plotting under the hexagonal gridding system of class rectangular coordinate and trimming algorithm. Ji'nan University's master thesis, 2011.) etc. basic geometric algorithm research on.The efficiently less research of drafting to hexagonal gridding itself.
Hexagonal gridding is drawn the efficiency of operation and the visualization efficiency of war game system is had a significant impact.At high resolutions, the enormous amount of hexagonal gridding unit, and the face of hexagonal unit various material corresponding to limit is to express the terrain information of complexity.Prior art method, by the restriction of space expression ability or computing capability, is not easy to this large-scale complex situations are efficiently treated through, and computational efficiency is not high.
Summary of the invention
It is an object of the invention to provide a kind of multi-level war game map fast drawing method based on blocking organization, it is by excavating hexagonal gridding reusability feature on geometry and material properties, reduce redundant computation, improve and calculate speed, make the speed of the extensive hexagonal gridding of drafting reach in real time.
The present invention is based on the multi-level war game map fast drawing method of blocking organization, and its step includes:
(1) drawing template establishment block, all vertex positions storing in calculation template block;
(2) whole war game map hexagonal gridding is drawn in the way of block splicing.Required splicing block obtains through translation, scale transformation according to formwork.In this step, according to the war game map hexagonal gridding of required drafting in plane right-angle coordinate along X-axis and the unit number in Y direction, it is determined that under adjacent tiling connecting method, X and splicing block quantity required in Y-direction;
(3) draw each splicing block one by one, namely calculate the translation of current splicing block, stretching conversion parameter, obtain all vertex positions of this splicing block according to the conversion of formwork vertex position;According to not coplanar, limit material properties, the unit in this splicing block is grouped, generates, for each packet, the vertex index array that normally display and level of detail (LOD) show;If normally showing, then according to normal condition vertex index array, the face of identical material, limit are concentrated and drawn;If desired LOD shows, then calculate LOD grade, according to LOD vertex index array, the face of identical material, limit is concentrated and is drawn.
Described step (1) is implemented as follows:
(11) create at X, hexagonal unit number (hexagonal gridding resolution) in Y direction is the hexagonal gridding of k, as formwork, k is the integral multiple of 2, and each unit in this formwork is regular hexagon, the length of side is 1, the bottom left vertex coordinate of the minimum axial direction bounding box of formwork is (0,0), calculates six apex coordinates of each unit successively, computation sequence is set to from left to right, processes each unit from top to bottom;Inside each unit, then it is start to calculate all 6 summits according to sequence counter-clockwise from bottom left vertex;
(12) for guaranteeing under any camera scaling, the joining place of contiguous concatenation block all can free from error seamless link, the apex coordinate of formwork is stored with short number, for improving precision, need to expand the orthohexagonal length of side when calculating, namely it is multiplied by one and expands multiple λ, λ ∈ [0, the maximum of short];
(13), after having calculated, all apex coordinates of formwork are saved in the short array that length is k*k*6*2 in order, by the VBO of this vertex position array binding O penGL, are stored in the vertex buffer of video card.
Described step (2) is implemented as follows: the splicing block quantity that the whole war game map hexagonal gridding of calculating and plotting is required in the x, y direction.Method is: set the hexagonal gridding of required drafting resolution respectively W and H in the x, y direction, makes splicing block tile in the x, y direction arranged adjacent, then splicing block quantity in the x, y direction is respectivelyWithIn splicing block, the unit beyond required drafting scope is set to transparent material without exception, does not show during drafting.
Described step (3) is implemented as follows:
(31) translation relative to formwork of the current splicing block, zooming parameter are set, use OpenGL transformation matrix of coordinates, obtain the vertex position coordinate of current splicing block;
(32) according to the different face of hexagonal gridding unit, limit material properties, hexagonal unit in this splicing block is grouped, the vertex of surface array of indexes for normal display is generated for each material properties packet, wherein storage has eight vertex index of the hexagonal unit of this material, each hexagonal unit is drawn by two trapezoidal combinations, totally 8 summits, generating the limit vertex index array for normal display for the packet of each limit material properties, wherein storage has two vertex index of the hexagonal element sides of this material;
(33) generate for the LOD vertex of surface array of indexes shown for each material properties packet, all LOD vertex of surface index datas of each plane materiel matter are placed in a big vertex index array;When needs call different stage LOD data, take different array size;Generating for the LOD limit vertex index array shown for the packet of each limit material properties, storage mode is identical with LOD vertex of surface array, namely also all LOD limits vertex index data of each sapwood matter is placed in a big vertex index array;
(34) if normally drawing, then the vertex of surface array of indexes of every kind of plane materiel matter is drawn one by one with glDrawElements () function;Draw the limit vertex index array of every kind of sapwood matter more one by one, if desired use low level of detail to draw, then only draw the unit of current LOD rank, namely draw the LOD vertex of surface array of indexes of every kind of plane materiel matter with glDrawElements () function one by one;Draw the LOD limit vertex index array of every kind of sapwood matter more one by one.
Beneficial effects of the present invention is as follows:
Compared with existing war game method for drawing map, the present invention better make use of hexagonal gridding reusability feature in structure and attribute, eliminates redundant computation more, draws speed faster.The saving of redundant computation comes from three aspects: one is only need calculate and store formwork, uses the transformation matrix of OpenGL quickly to obtain apex coordinate, save the calculating of a large amount of apex coordinate during drafting.Two is carry out centralization tissue by having the hexagonal grid elemental area of identical material properties with limit, draws in the way of vertical array, save a large amount of owing to drawing face one by one, drafting function call expense that limit causes.Three is the sequential organization storage of array according to LOD hierarchical organization, reduces storage redundancy.The present invention has been applied to certain war game system, draws the hexagonal gridding comprising 1,000,000 (1000*1000) unit, and frame rate is not less than 40fps, solves original system well and is drawn, by a large amount of hexagonal griddings, the display braking problems that burden is brought.
Accompanying drawing explanation
Fig. 1 is the formwork schematic diagram of the present invention and corresponding vertex position array;
Fig. 2 is the splicing block schematic diagram of the present invention;
Fig. 3 is the LOD vertex index array organization mode schematic diagram of the present invention;
Fig. 4 is the flow chart of the present invention.
Detailed description of the invention
As shown in Figure 4, the present invention includes three phases: the first stage is drawing template establishment block;Second stage determines that splicing block resolution;Phase III is display splicing block.
The step of first stage is as follows:
1) the hexagonal unit number (hexagonal gridding resolution) created on X, Y direction is the hexagonal gridding of k (k is the integral multiple of 2), as formwork.Each unit in this formwork is regular hexagon, and the length of side is 1.The bottom left vertex coordinate of the minimum axial direction bounding box of formwork is (0,0).Calculate six apex coordinates of each unit successively.Computation sequence may be configured as from left to right, processes each unit from top to bottom.Inside each unit, then it is start to calculate all 6 summits according to sequence counter-clockwise from bottom left vertex.
If store the apex coordinate of formwork with floating number, when splicing block calculates self apex coordinate according to formwork, different masses has difference for the coordinate calculating of same border vertices, is not easy to the seamless link between block.Therefore, in order to ensure under any camera scaling, the joining place of contiguous concatenation block all can free from error seamless link, store the apex coordinate of formwork with short.In order to improve precision, need to expand the orthohexagonal length of side when calculating, be namely multiplied by one and expand multiple λ, λ ∈ [0, the maximum of short].
2), after having calculated, all apex coordinates of formwork are stored in the short array that length is k*k*6*2 in order.By the VBO of this vertex position array binding O penGL, it is stored in the vertex buffer of video card.In follow-up splicing is drawn, the vertex information of all splicing blocks obtains all in accordance with this Array Transformation.This array remains unchanged in whole service process, and only initializes once.
Fig. 1 illustrates the formwork of a k=4 and the vertical array of correspondence thereof.In Fig. 1, it is marked at the serial number that numeral is this unit of each unit center.The summit of unit 0 and unit 1 is with v0To v11Labelling.Computational methods as described above, the coordinate on 0 six summits of unit is respectively as follows:
In second stage, the resolution according to the hexagonal gridding of required drafting, it is determined that required splicing block block number in the x, y direction.Defining method is: set the hexagonal gridding of required drafting resolution respectively W and H in the x, y direction, makes splicing block tile in the x, y direction arranged adjacent, then splicing block quantity in the x, y direction is respectivelyWithFig. 2 illustrates splicing example, wherein W=14, H=7, a k=4.Clear for showing, adjacent block distinctly displays in different colors.The required hexagonal gridding boundary element drawn is filled with oblique line.Then X, block number in Y-direction respectively 4 and 2.Unit beyond required drafting scope is set to transparent material without exception, does not show during drafting, as in X-direction in fig. 2 more than 14, unit more than 7 in Y-direction.
The step of phase III is as follows:
1) location index of the radius of hexagonal unit, the center point coordinate of start element and the current splicing block drawn as required, current splicing block is set relative to the translation of formwork, zooming parameter, use OpenGL transformation matrix of coordinates, obtain the apex coordinate of current splicing block.
2) to each splicing block needing and drawing, being grouped by grid cell according to the material properties of unit, the unit namely with identical material properties is classified as one group.In war game is drawn, the face of hexagonal unit and limit can have different attributes, corresponding different implications.It is thus desirable to opposite, sapwood matter carry out packet transaction respectively.In this step, for often organizing one vertex index array for normally showing of generation, in order to use glDrawElements () to call in subsequent step and draw.Every kind of plane materiel is verified and is stored eight vertex index (each hexagonal unit is drawn by two trapezoidal combinations, totally 8 summits) of all hexagonal unit with this material in the vertex index array answered.Every kind of sapwood is verified and is stored two vertex index of all hexagonal element sides with this material in the vertex index array answered.Here, the vertex index in splicing block uses the vertex index identical with formwork to arrange rule, sees Fig. 1.
3) to each splicing block needing and drawing, corresponding LOD vertex index array is generated for every kind of material packet, to support that level of detail is drawn.Namely, when picture narrows down to enough ratios, use the LOD vertex index array of corresponding level to reduce the summit of required drafting.
In the present invention, hexagonal gridding level of detail is drawn and is carried out according to following mechanism.When camera is positioned at far place, each grid cell narrows down to a certain degree on screen, during as just corresponded to a pixel, it is possible to replace a unit/limit with a point.Now, the video data of N number of hexagonal gridding unit just can be reduced to N number of point, and the video data on 6N bar limit can be reduced to 6N point.And when camera zooms out further, when the size such as 4 hexagonal unit just corresponds to a pixel, it is possible to replace this 4 hexagonal unit with certain summit of a unit in these 4 unit.So, the video data of N number of hexagonal gridding unit is just reduced to N/4 summit, and the video data on 6N bar limit is reduced to 6N/4 summit.By that analogy, it is possible to generate the LOD data of several levels, no matter to guarantee display scaling, pass to video card for the pel number drawn all without being screen pixels quantity more than O (n), n.
Due to the subset that data are inferior grade LOD data needed for high-grade (namely simplifying rate is bigger) LOD, therefore all LOD data can be placed in a big vertex index array, and when needs call different stage LOD data, the array size that transmission is different in glDrawElements ().Tissue LOD data can effectively eliminate storage redundancy by this way, reduces memory cost.
Below, will illustrate in conjunction with legend.Fig. 3 illustrates the hexagonal gridding of a 4*4.The numbering of each unit is marked on the upper left corner of unit, and plane materiel matter (A or B) is marked in unit center.LOD grade is divided into 0,1,2 three grades.Each rank need the unit drawn fill with shade.Clear for stating, replace vertex index to illustrate with unit index in this instance.The LOD face array of indexes that BufferA and BufferB array is respectively corresponding for material A and B.The LOD face index length array that LengthA and LengthB array is respectively corresponding for material A and B.When LOD grade is 2, only unit 15 needs display, and its material is B, then LengthA [2]=0, LengthB [2]=1, BufferB [0]=15.When LOD grade is 1, display unit 15,13,7,5, plane materiel matter respectively B, B, B, A.Then LengthA [1]=1, LengthB [1]=3, BufferA [0]=5, BufferB [1]=13, BufferB [2]=7 (unit 15 is recorded, and record is not repeated).When LOD grade is 0, all unit are all to be displayed, corresponding LengthA [0]=9, LengthB [0]=7.Record is not all repeated for all unit index recorded of Buffer array.Then, BufferA [1] to BufferA [8] records 12,11,10,9,4,2,1,0 respectively;BifferB [3] to BufferB [6] records 14,8,6,3 respectively.So far, the LOD face array of indexes arranged according to plane materiel matter is completed.During drafting, if LOD grade is 2, LengthA [2]=0, namely material A does not have unit to need to draw;LengthB [2]=1,1 element namely taking BufferB is drawn, namely drawing unit 15.If LOD grade is 1, LengthA [1]=1,1 element namely taking BufferA is drawn, then drawing unit 5;LengthB [1]=3,3 elements namely taking BufferB are drawn, then drawing unit 15,13,7.LOD grade 0 can be processed similarly.
4) the LOD rank needing to use is calculated.If not using LOD to draw, namely normally draw, then draw the whole hexagonal unit in current splicing block.Method is the vertex of surface array of indexes drawing every kind of plane materiel matter with glDrawElements () function one by one;Draw the limit vertex index array of every kind of sapwood matter more one by one.If desired use low level of detail to draw, then only draw the unit of current LOD rank.Method is the LOD vertex of surface array of indexes drawing every kind of plane materiel matter with glDrawElements () function one by one;Draw the LOD limit vertex index array of every kind of sapwood matter more one by one.
Some experimental datas of the present invention are presented herein below.The performance of the present invention is tested by the desktop computer being configured with 3.4GHzCPU, 12GB internal memory.Select aforesaid classical hexagonal gridding method for drafting algorithm as a comparison.This algorithm calculate one by one hexagonal gridding each apex coordinate, draw each edge, each.Not according to material reorganize summit, draw each edge, each all individually call OpenGL draw function.And do not use LOD technology.Using it as reference test method, the performance comparison of work similar to other thus can be known by inference and obtains by comparing result.Following table gives when screen resolution is 1680*1050,1000*1000 hexagonal gridding unit of drafting all over the screen, the frame rate contrast of two kinds of methods, as shown in table 1.Obviously, the present invention is substantially better than classical way, draws speed and improves an order of magnitude.
Table 1
Classical way The inventive method Ratio
Frame rate (fps) 3.5 40.4 ×11.5
There is provided above example to be only used to describe the purpose of the present invention, and be not intended to limit the scope of the present invention.The scope of the invention limits.The various equivalent alterations and modifications made without departing from spirit and the principle of the present invention, all should contain within the scope of the present invention.

Claims (4)

1. the multi-level war game map fast drawing method based on blocking organization, it is characterised in that step includes:
(1) drawing template establishment block, all vertex positions storing in calculation template block;
(2) whole war game map hexagonal gridding is drawn in the way of block splicing, and required splicing block obtains through translation, scale transformation according to formwork;In this step, according to the whole war game map hexagonal gridding of required drafting in plane right-angle coordinate along X-axis and the unit number in Y direction, it is determined that under adjacent tiling connecting method, X and splicing block quantity required in Y-direction;
(3) draw each splicing block one by one, namely calculate the translation of current splicing block, stretching conversion parameter, obtain all vertex positions of this splicing block according to the conversion of formwork vertex position;According to not coplanar, limit material properties, the unit in this splicing block is grouped, generates, for each packet, the vertex index array that normally display and level of detail LOD show;If normally showing, then according to normal condition vertex index array, the face of identical material, limit are concentrated and drawn;If desired LOD shows, then calculate LOD grade, according to LOD vertex index array, the face of identical material, limit is concentrated and is drawn.
2. the multi-level war game map fast drawing method based on blocking organization according to claim 1, it is characterised in that described step (1) is implemented as follows:
(11) create at X, hexagonal unit number in Y direction is the hexagonal gridding of k, as formwork, k is the integral multiple of 2, and each unit in this formwork is regular hexagon, and the bottom left vertex coordinate of the minimum axial direction bounding box of formwork is (0,0), calculating six apex coordinates of each unit successively, computation sequence is set to from left to right, processes each unit from top to bottom;Inside each unit, then it is start to calculate all 6 summits according to sequence counter-clockwise from bottom left vertex;
(12) for guaranteeing under any camera scaling, the joining place of contiguous concatenation block all can free from error seamless link, the apex coordinate of formwork is stored with short number, for improving precision, need to expand the orthohexagonal length of side when calculating, namely it is multiplied by one and expands multiple λ, λ ∈ [0, the maximum of short];
(13), after having calculated, all apex coordinates of formwork are saved in the short array that length is k*k*6*2 in order, by the VBO of this vertex position array binding O penGL, are stored in the vertex buffer of video card.
3. the multi-level war game map fast drawing method based on blocking organization according to claim 1, it is characterized in that: described step (2) is implemented as follows: the whole war game map hexagonal gridding of calculating and plotting is at X, splicing block quantity required in Y-direction, method is: set the hexagonal gridding of required drafting at X, resolution in Y-direction respectively W and H, make splicing block at X, tile in Y-direction arranged adjacent, then splicing block is at X, quantity in Y-direction respectively [W/k] and [H/k], in splicing block, the unit beyond required drafting scope is set to transparent material without exception, do not show during drafting.
4. the multi-level war game map fast drawing method based on blocking organization according to claim 1, it is characterised in that described step (3) is implemented as follows:
(31) translation relative to formwork of the current splicing block, zooming parameter are set, use OpenGL transformation matrix of coordinates, obtain the vertex position coordinate of current splicing block;
(32) according to the different face of hexagonal gridding unit, limit material properties, hexagonal unit in this splicing block is grouped, the vertex of surface array of indexes for normal display is generated for each material properties packet, wherein storage has eight vertex index of the hexagonal unit of this material, each hexagonal unit is drawn by two trapezoidal combinations, totally 8 summits, generating the limit vertex index array for normal display for the packet of each limit material properties, wherein storage has two vertex index of the hexagonal element sides of this material;
(33) generate for the LOD vertex of surface array of indexes shown for each material properties packet, all LOD vertex of surface index datas of each plane materiel matter are placed in a big vertex index array;When needs call different stage LOD data, take different array size;Generating for the LOD limit vertex index array shown for the packet of each limit material properties, storage mode is identical with LOD vertex of surface array, namely also all LOD limits vertex index data of each sapwood matter is placed in a big vertex index array;
(34) if normally drawing, then the vertex of surface array of indexes of every kind of plane materiel matter is drawn one by one with glDrawElements () function;Draw the limit vertex index array of every kind of sapwood matter more one by one, if desired use low level of detail to draw, then only draw the unit of current LOD rank, namely draw the LOD vertex of surface array of indexes of every kind of plane materiel matter with glDrawElements () function one by one;Draw the LOD limit vertex index array of every kind of sapwood matter more one by one.
CN201610059512.4A 2016-01-28 2016-01-28 A kind of multi-level war game map fast drawing method based on blocking organization Active CN105741335B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN201610059512.4A CN105741335B (en) 2016-01-28 2016-01-28 A kind of multi-level war game map fast drawing method based on blocking organization

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN201610059512.4A CN105741335B (en) 2016-01-28 2016-01-28 A kind of multi-level war game map fast drawing method based on blocking organization

Publications (2)

Publication Number Publication Date
CN105741335A true CN105741335A (en) 2016-07-06
CN105741335B CN105741335B (en) 2018-08-14

Family

ID=56246789

Family Applications (1)

Application Number Title Priority Date Filing Date
CN201610059512.4A Active CN105741335B (en) 2016-01-28 2016-01-28 A kind of multi-level war game map fast drawing method based on blocking organization

Country Status (1)

Country Link
CN (1) CN105741335B (en)

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109359224A (en) * 2018-10-19 2019-02-19 珠海金山网络游戏科技有限公司 A kind of data processing method of material, device, electronic equipment and storage medium
CN109492007A (en) * 2018-11-09 2019-03-19 南京天辰礼达电子科技有限公司 A kind of compacting construction quality fining picture Fast Generation
CN116521027A (en) * 2023-07-03 2023-08-01 中国电子科技集团公司第十五研究所 Multi-resolution multi-situation based soldier chess deduction method, server and storage medium

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN102096946A (en) * 2011-03-21 2011-06-15 中国人民解放军信息工程大学 Vector data drawing method on full-sphere hexagon discrete grid
CN102496330A (en) * 2011-12-14 2012-06-13 中国人民解放军总参谋部第六十研究所 Isomorphic model for hexagonal grid and modeling method and application thereof

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN109359224A (en) * 2018-10-19 2019-02-19 珠海金山网络游戏科技有限公司 A kind of data processing method of material, device, electronic equipment and storage medium
CN109492007A (en) * 2018-11-09 2019-03-19 南京天辰礼达电子科技有限公司 A kind of compacting construction quality fining picture Fast Generation
CN116521027A (en) * 2023-07-03 2023-08-01 中国电子科技集团公司第十五研究所 Multi-resolution multi-situation based soldier chess deduction method, server and storage medium
CN116521027B (en) * 2023-07-03 2023-11-21 中国电子科技集团公司第十五研究所 Multi-resolution multi-situation based soldier chess deduction method, server and storage medium

Also Published As

Publication number Publication date
CN105741335B (en) 2018-08-14

Similar Documents

Publication Publication Date Title
CN110956673B (en) Map drawing method and device
CN110543716B (en) Three-dimensional overhead cable hierarchical power grid optimization method, device and computer equipment
CN109816669A (en) A kind of improvement Mask R-CNN image instance dividing method identifying power equipments defect
Xie et al. Automatic simplification and visualization of 3D urban building models
CN110663064A (en) Parallelized pipeline for vector graphics and image processing
CN108305315B (en) Efficient three-dimensional terrain gradual-change coloring method based on WPF
US20200279415A1 (en) Efficiently Computed Distance Fields
CN105741335A (en) Fast drawing method of multi-level war-game map based on blocking structure
US11113878B2 (en) Screen tile pair-based binocular rendering pipeline process and method
CN105046729A (en) High-efficient parallel vector data visualization method
Yang et al. An efficient rendering method for large vector data on large terrain models
US9542724B1 (en) Systems and methods for stroke rendering on digital maps
CN101795410A (en) Texture compression and synthesis method with fine granularity and high compression rate
CN104346771B (en) A kind of electronic map tiered management approach
CN102074004B (en) Method and device for determining type of barrier of spatial entity
CN111127589B (en) Vector map circular dotted line symbol drawing method considering line width consistency
CN111145298B (en) Vector map fence dotted line symbol drawing method considering line width consistency
CN113658288B (en) Method for generating and displaying polygonal data vector slices
CN108519867A (en) A kind of device and method for realizing triangle anti-aliasing in GPU
CN101567091A (en) Method for clearing target render by three-dimension virtual reality engine
Yang et al. Efficient simplification of large vector maps rendered onto 3D landscapes
CN111145301B (en) Vector map solid line symbol end drawing method considering line width consistency
CN111145302B (en) Vector map square dotted line symbol drawing method considering line width consistency
CN109410302B (en) Texture mapping method, texture mapping device, computer equipment and storage medium
CN101908062A (en) Method for judging predicates in GIS (Geographic Information System) space and system thereof

Legal Events

Date Code Title Description
C06 Publication
PB01 Publication
C10 Entry into substantive examination
SE01 Entry into force of request for substantive examination
GR01 Patent grant
GR01 Patent grant