CN109712227A - A kind of management method of voxel landform - Google Patents

A kind of management method of voxel landform Download PDF

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Publication number
CN109712227A
CN109712227A CN201811316354.1A CN201811316354A CN109712227A CN 109712227 A CN109712227 A CN 109712227A CN 201811316354 A CN201811316354 A CN 201811316354A CN 109712227 A CN109712227 A CN 109712227A
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voxel
node
block
octree
landform
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CN109712227B (en
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郭嵩
吕文伟
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Suzhou Snail Digital Technology Co Ltd
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Suzhou Snail Digital Technology Co Ltd
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Abstract

A kind of management method of voxel landform, comprising the following steps: according to the size of terrain block to gaming world piecemeal;For each terrain block, piecemeal is carried out to terrain block according to the size of block;For each terrain block, voxel is carried out down-sampled;Using Octree, terrain block is managed, generates and extracts Octree used in topographical surface;Grid-search method is carried out to all nodes on Octree used in the extraction topographical surface;Building renders used Octree;Generate the corresponding rendering node of flat node;Determine rendering node.The management method of voxel landform of the invention, effectively prevent voxel of object leakage, it effectively eliminates between different more detail grades and crack occurs, it can effectively solve the problem that the problem of textures are stretched on high-grade more detail grade grids, with the corresponding grid of more detail grades of smaller cost creation landform.

Description

A kind of management method of voxel landform
Technical field
The present invention relates to game engine development technique field, in particular to the management of a kind of voxel landform based on Octree Method.
Background technique
Currently, mainstream 3d gaming is typically necessary huge, exquisite gaming world.So-called gaming world, does not refer to singly The three-dimensional rendering environment that player sees further includes virtual environment required for game.Most 3d gamings use network of triangle Lattice builds most gaming world, including landform, building, vegetation and other static objects.It is some based on outdoor environment Game will use the landform based on height map, and there are also the game based on some interiors, will use constructive solid geometry technology It goes to build basic indoor environment.But since above method respectively has advantage and disadvantage, so limitation is compared in use occasion.
The production method for finding more preferably 3d gaming, is always the important probing direction of game making.Compared to tradition Game, using voxel construct gaming world allow designer do not use other static state grid (Mesh) in the case where, make Make tunnel, cave, the natural landscapes such as wall of hanging down.Compared to traditional landform based on height map, voxel-based landform is in height A dimension is had more on degree, is no longer satisfied current demand using traditional landform management method, therefore need a kind of energy The method of enough efficiently management current voxel landform, so that can satisfy the demand of real-time rendering in performance.And for game In landform, real-time edition is a basic demand, how to manage landform, is enable to respond quickly the demand of player's real-time edition It is a very big challenge.
Summary of the invention
In order to solve the shortcomings of the prior art, the purpose of the present invention is to provide a kind of managers of voxel landform Method is managed landform by using Octree, respectively construct BuildOctree and RenderOctree so that building with Rendering is separated, and by extreme saturation Octree, and is recorded on RenderOctree the node number of each subtree, to the greatest extent may be used It can be reduced traversal expense when rendering.
To achieve the above object, the management method of voxel landform provided by the invention, comprising the following steps:
1) according to the size of terrain block to gaming world piecemeal;
2) it is directed to each terrain block, piecemeal is carried out to terrain block according to the size of block;
3) it is directed to each terrain block, voxel is carried out down-sampled;
4) Octree is used, terrain block is managed, generates and extracts Octree used in topographical surface;
5) grid-search method is carried out to all nodes on Octree used in the extraction topographical surface;
6) building renders used Octree;
7) the corresponding rendering node of flat node is generated;
8) rendering node is determined.
Further, the step 1) further comprises that the size of the terrain block is determined according to the type of voxel, according to The size of terrain block is to gaming world piecemeal.
Further, the step 1) further comprises that the size of block is determined according to the size of voxel;For each landform Block carries out the size of terrain block described in piecemeal according to the size of block terrain block.
Further, the step 3) further comprises, becomes a voxel for eight adjacent voxels are down-sampled, drop is adopted The volume of voxel after sample is equal to the sum of the volume of the first eight down-sampled voxel.
Further, the step 4) further comprises that, using described piece of building Octree, each described piece of correspondence eight is pitched A node on tree, each layer of correspondence detail grade more than one on Octree, the size of one terrain block of each layer of expression.
Further, the step 5) further comprises, using cube face extraction algorithm, to the extraction landform table All Node extractions on Octree used in face render grid and wash with watercolours used in used grid, physical impacts Contaminate grid used in shade.
Further, the step 6) further comprises that, using the grid extracted, eight pitch used in building rendering Tree.
Further, the step 8) further comprises:
Since the root node of the render tree, traversed;
For each node, current desired more detail grades are judged by the bounding box of node, if current desired mostly thin It saves grade and is more than or equal to more detail grades represented by present node, then render grid corresponding to the node;If working as early period The more detail grades hoped are less than more detail grades represented by present node, then continue to traverse next node.
To achieve the above object, the present invention also provides a kind of computer readable storage mediums, are stored thereon with computer and refer to The step of order, the computer instruction executes the management method of above-mentioned voxel landform when running.
To achieve the above object, the present invention also provides a kind of terminal device, including memory and processor, the memories On store the computer instruction run on the processor, the processor executes above-mentioned when running the computer instruction Voxel landform management method the step of.
The present invention provides a kind of method of efficiently management voxel landform.By using this method, body can be efficiently rendered Plain landform.The present invention can improve rendering efficiency as far as possible, by being carried out to the voxel after down-sampled to the down-sampled of voxel Grid (Mesh) extracts, and generates the grid (Mesh) of multiple detail grades (LOD), using more detail grades (LOD) technology, so that The landform of super large can be rendered without the problem in performance.Landform is managed by using Octree, respectively structure BuildOctree and RenderOctree are built, so that building is separated with rendering, by extreme saturation Octree, and The node number of each subtree is recorded on RenderOctree, reduces traversal expense when rendering as far as possible.Pass through structure respectively Build grid (Mesh) used in rendering, grid used in grid (Mesh) used in physical impacts and shade (Mesh), and using the deletion algorithm of redundancy triangle, to be reduced as far as the rendering of redundancy, to reach raising rendering efficiency Purpose.
Other features and advantages of the present invention will be illustrated in the following description, also, partly becomes from specification It obtains it is clear that understand through the implementation of the invention.
Detailed description of the invention
Attached drawing is used to provide further understanding of the present invention, and constitutes part of specification, and with it is of the invention Embodiment together, is used to explain the present invention, and is not construed as limiting the invention.In the accompanying drawings:
Fig. 1 is the management method flow chart of voxel landform according to the present invention;
Fig. 2 is the building BuildOctree schematic diagram according to embodiments of the present invention;
Fig. 3 is the generation RenderOctree schematic diagram according to embodiments of the present invention.
Specific embodiment
Hereinafter, preferred embodiments of the present invention will be described with reference to the accompanying drawings, it should be understood that preferred reality described herein Apply example only for the purpose of illustrating and explaining the present invention and is not intended to limit the present invention.
Fig. 1 is the management method flow chart of voxel landform according to the present invention, below with reference to Fig. 1, to body of the invention The management method of plain landform is described in detail.
Firstly, in step 101, according to Chunk size to gaming world piecemeal.
In this step, piecemeal is carried out according to the big entire gaming world of wisp of terrain block (Chunk).In this embodiment, Entire scene of game size is 4096 (m) x4096 (m) x256 (m), and the size of each voxel is 1 (m) x1 (m) x1 (m), entirely Gaming world is usually indicated using 4096x4096x256 individual.For different voxel types, we use a Byte It stores, that is, supports 256 kinds of voxel types in total, corresponding one 0 to 255 number of every kind of voxel.The terrain block of selection (Chunk) size is 256 (m) x256 (m) x256 (m), so dividing according to Chunk size to entire gaming world, is drawn 16x16x1 terrain block (Chunk) will be had after point.Wherein there is 256x256x256 voxel in each terrain block (Chunk).
In step 102, for each Chunk, piecemeal is carried out to Chunk according to Block size.
In this step, for each terrain block (Chunk), terrain block (Chunk) is carried out according to block (Block) size Piecemeal.In this embodiment, specifying each piece of (Block) size is 16 (m) x16 (m) x16 (m), to each terrain block (Chunk) it is divided according to block (Block) size, each terrain block (Chunk) can be divided into 16x16x16 block (Block), 16x16x16 voxel will be had in each piece (Block).For gaming world, can define around display player A certain range of terrain block (Chunk), such as 5x5 terrain block (Chunk) need to show.
Voxel is carried out down-sampled in step 103 for each Chunk.
In this step, for each terrain block (Chunk), voxel is carried out down-sampled.In this embodiment, using pair Voxel carries out down-sampled method to achieve the purpose that generate more detail grades (LOD).Down-sampled original substantially is carried out to voxel Reason, which is exactly that eight adjacent voxels are down-sampled, becomes a voxel.
Fig. 2 is the building BuildOctree schematic diagram according to embodiments of the present invention, as shown in Fig. 2, after down-sampled, Voxel number reduces, but it is desirable to the voxel after down-sampled still is able to fill entire space, that is, it is down-sampled after one The volume of a voxel and the volume of the first eight down-sampled voxel are identical.For example the voxel for LOD0, each voxel indicate Be 1 (m) x1 (m) x1 (m) size, for the voxel of LOD1, corresponding each voxel is exactly the big of 2 (m) x2 (m) x2 (m) It is small, and so on, the voxel size of LOD2 is 4 (m) x4 (m) x4 (m), and the voxel size of LOD3 is 8 (m) x8 (m) x8 (m).By There is 16x16x16 voxel in each Block of selection, 256x256x256 voxel is supported to be downsampled to 16x16x16 in total A voxel, that is, could support up 5 grades of LOD, from LOD0 to LOD4, and the LOD of highest level is LOD4, and each voxel indicates The size of 16 (m) x16 (m) x16 (m).As shown in Fig. 2, from the bottom to top, being carried out to voxel down-sampled.
Chunk is managed using Octree in step 104, generates BuildOctree.
In this step, each terrain block (Chunk) is managed using Octree (Octree).In a step 102, Generated 16x16x16 block (Block), all blocks (Block) constitute entire landform, these blocks (Block) be with LOD0 is corresponding.It is down-sampled to the voxel grid progress of a upper grade by step 103, the voxel of next grade is obtained, In this way, it is possible to obtain the voxel of other grades, the block (Block) of each LOD is also available.As shown in Fig. 2, using these Block (Block) constructs Octree, a node on each piece (Block) corresponding Octree, each layer of correspondence on Octree One LOD, wherein each layer can completely represent the size of a Chunk, that the root node of Octree indicates is LOD4, right The size that voxel in the block (Block) answered indicates is 16 (m) x16 (m) x16 (m).Thus this Octree built is One perfect Octree, this is because three-dimensional space is the space of a continued presence, eight forks for dividing to construct according to distance Tree will be a perfect Octree.Herein, the Octree built at present is known as BuildOctree(and extracts landform Octree used in surface), since the Octree is for carrying out used in building grid (Mesh). " BuildOctree " is the Octree for managing terrain block and creating, in order to manage terrain block and to each node Surface mesh is extracted, is called to be distinguished with Octree used in rendering " BuildOctree ", so herein It should be, generate one " extracting Octree used in topographical surface ".As shown in Fig. 2, being constructed by the block (Block) of each LOD BuildOctree。
In step 105, grid (Mesh) is carried out to all nodes on BuildOctree and is extracted.
In this step, for each node on BuildOctree, the extraction of Mesh is carried out to node, is extracted respectively Grid (Mesh) used in grid (Mesh) used in rendering grid (Mesh) used, physical impacts and generation shade.? In the embodiment, the present invention is explained using simple cube face extraction method.Extracting grid (Mesh) is to be directed to Each node on BuildOctree, that is, the extraction on surface is carried out to each piece (Block).In each piece (Block) There is 16x16x16 voxel, using simple cube face extraction algorithm, needs to consider whether the surface of each voxel needs Extract: for the grid (Mesh) that be used to render, all surfaces that can be seen will be extracted;For drawing shade Used grid (Mesh), all surfaces blocked can be generated on the direction of light to be extracted;Physics is touched Required grid (Mesh) is hit, needs to extract all surfaces that can generate collision.
For rendering grid (Mesh) used, since the grid (Mesh) is related with textures, so needing to examine Consider different textures.For grid (Mesh) used in rendering shade, the grid (Mesh) and material and textures are not related, only Need to record the location information on vertex.Grid needed for physical impacts (Mesh), and only record the location information on vertex ?.So far, grid (Mesh) needed for having obtained rendering draws grid (Mesh) and physical impacts used in shade Required grid (Mesh).It can find the triangle for having many redundancies in current grid (Mesh), can be used at this time superfluous The angular deletion algorithm of excess-three deletes the triangle of redundancy, can finally obtain the grid simplified (Mesh).
In this step, for rendering grid (Mesh) used, need to consider class different representated by each voxel Type, the textures as used in every kind of voxel type are different, so, it is different when carrying out redundancy triangle deletion Voxel type surface can not merge.And it, can be according to final vertex during extracting grid (Mesh) Position determines the size of the corresponding bounding box of block (Block), and the block (Block) for only needing to calculate leaf node herein is generated Grid (Mesh) bounding box size, in the next steps, it will explain why only need to calculate the encirclement of leaf node The size of box.
Step 106, building renders used Octree.
In step 105, all nodes on BuildOctree are carried out with the extraction of grid (Mesh), theoretically, often A block (Block) can all extract one and render used grid (Mesh), but it is noted herein that due to some blocks (Block) it is likely to be full air or complete solid, is sightless piece (Block), that is, the block of these full air (Block) or complete solid block (Block) be the grid (Mesh) of rendering is not had to be extracted, so, for institute Some Block are not Mesh needed for can generating rendering.
An other Octree, referred to as render tree are constructed using the grid (Mesh) of the rendering extracted (RenderOctree).Fig. 3 is the RenderOctree schematic diagram generated according to embodiments of the present invention, as shown in figure 3, On the Octree, each node is also to correspond to a block (Block), stores and renders grid used in the block (Block) (Mesh).The RenderOctree may be a non-full Octree, explain as in the previous, due to being made of completely air Block or the Block that constitutes of complete voxel of object will generate empty node.
Since RenderOctree is for being rendered, in render process, in order to reduce the quantity of DrawCall And desired LOD is calculated, and so need to know bounding box represented by each node (Node), due to for nonleaf node, Voxel is obtained from the voxel of the Block as inferior grade is down-sampled, and down-sampled there are certain precision loss, institutes in the process It cannot be calculated during extracting surface by vertex with the bounding box of nonleaf node, otherwise be likely to cause father node Bounding box be less than child node bounding box and the problem of.All sub- sections can be used in calculating for nonleaf node bounding box The sum of the bounding box of point replaces.And the child node of each node in the step (including all nodes in the subtree) Number be also required to calculate, will in following step using to child node number.As shown in figure 3, being from BuildOctree Block extract grid (Mesh), then generate RenderOctree process.
In step 107, the corresponding rendering node of PlainNode is generated.
In this step, the block around player (Block) firstly generates PlainNode, and extracts grid (Mesh), generates The corresponding rendering node of PlainNode.
In the application, it may appear that the case where editing voxel landform is to compare due to constructing entire rendering Octree used Time-consuming, for the modification of quick response landform, invention introduces the concepts of (flat node) PlainNode, each PlainNode corresponds to a leaf node on a BuildOctree.When modifying landform, construct first Then the corresponding rendering node PlainRenderNode of PlainNode masks corresponding node on RenderOctree, and And PlainRenderNode is rendered simultaneously.After the corresponding RenderOctree of entire Chunk is built completely, no longer It shows PlainRenderNode, directly displays the RenderOctree of newest building.By the use of PlainRenderNode, It is enable to respond quickly the editor to voxel landform.
Step 108, rendering node is determined.
In this step, rendering node is traversed, finally determines which node rendered according to distance.Up to the present, Built RenderOctree, the rendering for RenderOctree, since root node extreme saturation, for each section Point will judge current desired LOD by the bounding box of the node, if it find that current desired LOD is more than or equal to currently Node (Node) represented by LOD, that is, have found suitable node (Node), directly render corresponding to the node (Node) Grid (Mesh), due to having recorded of all child nodes (including all nodes in the subtree) on node (Node) Number, it is possible to directly find next node needed to be traversed for, reduce the number of traversal.
The present invention also provides a kind of computer readable storage mediums, are stored thereon with computer instruction, and the computer refers to The step of executing the management method of above-mentioned voxel landform when enabling operation, the management method of the voxel landform is referring to preceding sections Introduction, repeat no more.
The present invention also provides a kind of terminal device, including memory and processor, store on the memory described The computer instruction run on processor, the processor execute the pipe of above-mentioned voxel landform when running the computer instruction The step of reason method, the management method of the voxel landform are repeated no more referring to the introduction of preceding sections.
Those of ordinary skill in the art will appreciate that: the foregoing is only a preferred embodiment of the present invention, and does not have to In the limitation present invention, although the present invention is described in detail referring to the foregoing embodiments, for those skilled in the art For, still can to foregoing embodiments record technical solution modify, or to part of technical characteristic into Row equivalent replacement.All within the spirits and principles of the present invention, any modification, equivalent replacement, improvement and so on should all include Within protection scope of the present invention.

Claims (10)

1. a kind of management method of voxel landform, which comprises the following steps:
1) according to the size of terrain block to gaming world piecemeal;
2) it is directed to each terrain block, piecemeal is carried out to terrain block according to the size of block;
3) it is directed to each terrain block, voxel is carried out down-sampled;
4) Octree is used, terrain block is managed, generates and extracts Octree used in topographical surface;
5) grid-search method is carried out to all nodes on Octree used in the extraction topographical surface;
6) building renders used Octree;
7) the corresponding rendering node of flat node is generated;
8) rendering node is determined.
2. the management method of voxel landform according to claim 1, which is characterized in that the step 1) further comprises, The size that the terrain block is determined according to the type of voxel, according to the size of terrain block to gaming world piecemeal.
3. the management method of voxel landform according to claim 1, which is characterized in that the step 1) further comprises, The size of block is determined according to the size of voxel;For each terrain block, according to the size of block described in terrain block progress piecemeal The size of shape block.
4. the management method of voxel landform according to claim 1, which is characterized in that the step 3) further comprises, Become a voxel for eight adjacent voxels are down-sampled, it is down-sampled after the volume of voxel be equal to the first eight down-sampled voxel The sum of volume.
5. the management method of voxel landform according to claim 1, which is characterized in that the step 4) further comprises, Using described piece of building Octree, a node on each described piece corresponding Octree, each layer of correspondence one on Octree A more detail grades, the size of one terrain block of each layer of expression.
6. the management method of voxel landform according to claim 1, which is characterized in that the step 5) further comprises, Using cube face extraction algorithm, all Node extractions on Octree used in the extraction topographical surface are rendered Grid used in grid used in used grid, physical impacts and rendering shade.
7. the management method of voxel landform according to claim 1, which is characterized in that the step 6) further comprises, Using the grid extracted, building renders used Octree.
8. the management method of voxel landform according to claim 1, which is characterized in that the step 8) further comprises:
Since the root node of the render tree, traversed;
For each node, current desired more detail grades are judged by the bounding box of node, if current desired mostly thin It saves grade and is more than or equal to more detail grades represented by present node, then render grid corresponding to the node;If working as early period The more detail grades hoped are less than more detail grades represented by present node, then continue to traverse next node.
9. a kind of computer readable storage medium, is stored thereon with computer instruction, which is characterized in that the computer instruction fortune Perform claim requires the step of management method of 1 to 8 described in any item voxel landform when row.
10. a kind of terminal device, which is characterized in that including memory and processor, stored on the memory at the place The computer instruction run on reason device, perform claim requires any one of 1 to 8 institute when the processor runs the computer instruction The step of management method for the voxel landform stated.
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CN110111407A (en) * 2019-05-09 2019-08-09 正元地理信息集团股份有限公司 A kind of the scheduling rendering method and system of magnanimity three-dimensional mesh data
CN110738733A (en) * 2019-10-14 2020-01-31 北京代码乾坤科技有限公司 Three-dimensional terrain model generation method, storage medium, processor and electronic device
CN112017228A (en) * 2019-05-31 2020-12-01 华为技术有限公司 Method for three-dimensional reconstruction of object and related equipment

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Publication number Priority date Publication date Assignee Title
CN110111407A (en) * 2019-05-09 2019-08-09 正元地理信息集团股份有限公司 A kind of the scheduling rendering method and system of magnanimity three-dimensional mesh data
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CN112017228A (en) * 2019-05-31 2020-12-01 华为技术有限公司 Method for three-dimensional reconstruction of object and related equipment
CN110738733A (en) * 2019-10-14 2020-01-31 北京代码乾坤科技有限公司 Three-dimensional terrain model generation method, storage medium, processor and electronic device

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