CN112288842A - Shadow map algorithm-based quantitative analysis method and device for terrain visible area - Google Patents

Shadow map algorithm-based quantitative analysis method and device for terrain visible area Download PDF

Info

Publication number
CN112288842A
CN112288842A CN202011588094.0A CN202011588094A CN112288842A CN 112288842 A CN112288842 A CN 112288842A CN 202011588094 A CN202011588094 A CN 202011588094A CN 112288842 A CN112288842 A CN 112288842A
Authority
CN
China
Prior art keywords
sub
region
visual
alpha value
visible information
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
CN202011588094.0A
Other languages
Chinese (zh)
Other versions
CN112288842B (en
Inventor
贾庆仁
杨岸然
景宁
熊伟
李军
陈荦
钟志农
吴秋云
吴烨
马梦宇
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.)
National University of Defense Technology
Original Assignee
National University of Defense Technology
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 National University of Defense Technology filed Critical National University of Defense Technology
Priority to CN202011588094.0A priority Critical patent/CN112288842B/en
Publication of CN112288842A publication Critical patent/CN112288842A/en
Application granted granted Critical
Publication of CN112288842B publication Critical patent/CN112288842B/en
Active legal-status Critical Current
Anticipated expiration legal-status Critical

Links

Images

Classifications

    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/50Lighting effects
    • G06T15/60Shadow generation

Landscapes

  • Engineering & Computer Science (AREA)
  • Computer Graphics (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Image Generation (AREA)

Abstract

The application relates to a method and a device for quantitatively analyzing a terrain visible area based on a shadow map algorithm. The method comprises the following steps: acquiring topographic data; the CPU generates a topographic map through topographic data; obtaining the maximum view port range of OpenGL, and dividing the topographic map into a plurality of sub-areas by the CPU according to the maximum view port range; calculating visible information of each fragment in the sub-region by adopting a fragment shader, and recording the visible information in an Alpha value of RGBA color of texture in an FBO buffer region object corresponding to the sub-region; reading Alpha value information of each pixel point in the sub-area from the FBO to obtain a visual matrix; and the CPU splices the visual matrixes corresponding to the sub-areas to obtain a visual field analysis result of the terrain data. The method can realize quantitative analysis of the visual area.

Description

Shadow map algorithm-based quantitative analysis method and device for terrain visible area
Technical Field
The present application relates to the field of computer technologies, and in particular, to a method and an apparatus for quantitatively analyzing a terrain visible area based on a shadow map algorithm.
Background
With the continuous development and popularization of computer hardware, the acquisition of large-scale graphic data is simpler. Meanwhile, in order to fully utilize the existing data, the user also puts forward some new higher requirements on rapidly analyzing the terrain data and acquiring the visual field result in the GIS system.
The visual field is a set of visual areas of a designated observation position in a three-dimensional scene, a traditional terrain visual field analysis method is a geometric calculation method based on light rays, intersection judgment is carried out on a connecting line (called sight line) between each grid position and the observation position in the scene and the terrain scene, and the position where the sight line is not intersected with a terrain grid is the visual position. The method can be completed in CPU calculation, and can optimize and accelerate the calculation process based on the CPU parallel technology for large-scale terrain scenes. The whole process has higher requirements on the computing capability of the CPU and the design of a parallel system. The ShadowMap algorithm is a shadow calculation method, when used for visual field analysis, and can set the viewpoint position O as a camera position, render the obtained depth cube map, and compare the depth D of the point P in the current rendered scene after transformation to the viewpoint space with the depth D' of the closest point P obtained by sampling in the direction of a ray OP in the depth cube map, if D and D are equal, the point P is visible in the observer space, otherwise it is not visible. The ShadowMap algorithm is a qualitative algorithm, fully utilizes the programmable pipeline capability of OpenGL and the hardware acceleration function of GPU, can efficiently complete the above calculation, and can perform visible domain marking on the current drawing frame. However, the method can only achieve a visualization effect, cannot directly obtain a quantitative result of visual field analysis, and cannot support subsequent application.
Disclosure of Invention
In view of the above, it is desirable to provide a method, an apparatus, a computer device and a storage medium for quantitatively analyzing a landscape based on a shadow map algorithm, which can solve the problem that a quantitative result of a visual analysis cannot be directly obtained at present.
A shadow map algorithm based quantitative analysis method of terrain visibility, the method comprising:
acquiring topographic data;
the CPU generates a topographic map through the topographic data; four vertexes corresponding to any adjacent row and any adjacent column in the topographic map form two adjacent triangles;
obtaining the maximum view port range of OpenGL, and dividing the topographic map into a plurality of sub-areas by a CPU according to the maximum view port range;
the method comprises the steps that a GPU sets a light source camera view cone at a preset observation point position by means of perspective projection, sets a parallel projection camera at the preset observation point position on the top of a sub-region, calculates visible information of each fragment in the sub-region by means of a fragment shader through a shadow map algorithm, and records the visible information in Alpha values of RGBA color values of textures in FBO buffer region objects corresponding to the sub-region; wherein the visible information is Alpha value information;
reading the Alpha value information of each pixel point in the sub-area from the FBO to obtain a visual matrix;
and the CPU splices the visual matrixes corresponding to the sub-areas to obtain a visual field analysis result of the terrain data.
In one embodiment, the method further comprises the following steps: running an OpenGL programmable pipeline in a GPU, setting a light source camera view cone at a preset observation point position by using perspective projection, setting a parallel projection camera at the preset observation point position at the top of the sub-region, calculating visible information of each fragment in the sub-region by adopting a fragment shader through a shadow map algorithm, and recording the visible information in an Alpha value of RGBA color values of textures in an FBO buffer region object corresponding to the sub-region; wherein the visible information is Alpha value information.
In one embodiment, the method further comprises the following steps: the distance between the adjacent row and the adjacent column is one pixel.
A topographic visual field quantitative analysis apparatus based on a shadow map algorithm, the apparatus comprising:
the terrain construction module is used for acquiring terrain data; the CPU generates a topographic map through the topographic data; four vertexes corresponding to any adjacent row and any adjacent column in the topographic map form two adjacent triangles;
the sub-area dividing module is used for obtaining the maximum view port range of OpenGL, and the CPU divides the topographic map into a plurality of sub-areas according to the maximum view port range;
the visible information calculation module is used for setting a light source camera view cone at a preset observation point position by using perspective projection by the GPU, setting a parallel projection camera at the preset observation point position at the top of the sub-region, calculating the visible information of each fragment in the sub-region by adopting a fragment shader through a shadow map algorithm, and recording the visible information in an Alpha value of RGBA color values of textures in FBO buffer region objects corresponding to the sub-region; wherein the visible information is Alpha value information;
the visual matrix calculation module is used for reading the Alpha value information of each pixel point in the sub-area from the FBO to obtain a visual matrix;
and the visual domain analysis module is used for splicing the visual matrixes corresponding to the sub-areas by the CPU to obtain a visual domain analysis result of the terrain data.
In one embodiment, the visible information calculation module is further configured to run a programmable pipeline of OpenGL in the GPU, set a light source camera view cone at a preset view point position by using perspective projection, set a parallel projection camera at the preset view point position on the top of the sub-region, calculate, by a shadow map algorithm, visible information of each fragment in the sub-region by using a fragment shader, and record the visible information in an Alpha value of an RGBA color value of a texture in an FBO buffer object corresponding to the sub-region; wherein the visible information is Alpha value information.
In one embodiment, the distance between the adjacent row and the adjacent column is one pixel.
A computer device comprising a memory and a processor, the memory storing a computer program, the processor implementing the following steps when executing the computer program:
acquiring topographic data;
the CPU generates a topographic map through the topographic data; four vertexes corresponding to any adjacent row and any adjacent column in the topographic map form two adjacent triangles;
obtaining the maximum view port range of OpenGL, and dividing the topographic map into a plurality of sub-areas by a CPU according to the maximum view port range;
the method comprises the steps that a GPU sets a light source camera view cone at a preset observation point position by means of perspective projection, sets a parallel projection camera at the preset observation point position on the top of a sub-region, calculates visible information of each fragment in the sub-region by means of a fragment shader through a shadow map algorithm, and records the visible information in Alpha values of RGBA color values of textures in FBO buffer region objects corresponding to the sub-region; wherein the visible information is Alpha value information;
reading the Alpha value information of each pixel point in the sub-area from the FBO to obtain a visual matrix;
and the CPU splices the visual matrixes corresponding to the sub-areas to obtain a visual field analysis result of the terrain data.
A computer-readable storage medium, on which a computer program is stored which, when executed by a processor, carries out the steps of:
acquiring topographic data;
the CPU generates a topographic map through the topographic data; four vertexes corresponding to any adjacent row and any adjacent column in the topographic map form two adjacent triangles;
obtaining the maximum view port range of OpenGL, and dividing the topographic map into a plurality of sub-areas by a CPU according to the maximum view port range;
the method comprises the steps that a GPU sets a light source camera view cone at a preset observation point position by means of perspective projection, sets a parallel projection camera at the preset observation point position on the top of a sub-region, calculates visible information of each fragment in the sub-region by means of a fragment shader through a shadow map algorithm, and records the visible information in Alpha values of RGBA color values of textures in FBO buffer region objects corresponding to the sub-region; wherein the visible information is Alpha value information;
reading the Alpha value information of each pixel point in the sub-area from the FBO to obtain a visual matrix;
and the CPU splices the visual matrixes corresponding to the sub-areas to obtain a visual field analysis result of the terrain data.
According to the method, the device, the computer equipment and the storage medium for quantitatively analyzing the terrain visible area based on the shadow map algorithm, the terrain map is partitioned, then the observation point is set as the light source camera view cone, the visibility of each position in the terrain map is obtained in the top view by using the shadow map algorithm, a visible matrix is generated, and therefore the visible area analysis result of the terrain data is obtained.
Drawings
FIG. 1 is a flow diagram illustrating a method for quantitatively analyzing a terrain visible area based on a shadow map algorithm in one embodiment;
FIG. 2 is a block diagram of a device for quantitatively analyzing a terrain visible area based on a shadow map algorithm in one embodiment;
FIG. 3 is a diagram illustrating an internal structure of a computer device according to an embodiment.
Detailed Description
In order to make the objects, technical solutions and advantages of the present application more apparent, the present application is described in further detail below with reference to the accompanying drawings and embodiments. It should be understood that the specific embodiments described herein are merely illustrative of the present application and are not intended to limit the present application.
In one embodiment, as shown in fig. 1, there is provided a method for quantitatively analyzing a terrain visible area based on a shadow map algorithm, comprising the steps of:
step 102, topographic data is acquired.
The topographic map data may be an m × n order height matrix extracted from the TIF file.
In step 104, the CPU generates a topographic map from the topographic data.
Four vertexes corresponding to any adjacent row and any adjacent column in the topographic map form two adjacent triangles, specifically, any adjacent rowi、i+1Column(s) ofj、jFour vertices of +1x(i, j)、x(i, j+1)、x(i+1, j)、x(i+1, j+1) Form two triangular T ready openings x(i, j), x(i, j+1) , x(i+1, j+1) An (f) and T x(i+1, j+1), x(i, j+1) ,x(i, j)}。
And 106, acquiring the maximum view port range of the OpenGL, and dividing the topographic map into a plurality of sub-areas by the CPU according to the maximum view port range.
OpenGL is an open graphics library, a cross-language, cross-platform application programming interface for rendering 2D, 3D vector graphics. If the view port range is limitedm max n max The topographic map can then be divided into
Figure 10000250323
m/m max
Figure 10000250327
×
Figure 10000250328
n/n max
Figure 10000250329
A sub-region.
And 108, setting a light source camera view cone at the preset observation point position by the GPU through perspective projection, setting a parallel projection camera at the preset observation point position at the top of the sub-region, calculating the visible information of each fragment in the sub-region by adopting a fragment shader through a shadow map algorithm, and recording the visible information in the Alpha value of the RGBA color value of the texture in the FBO buffer region object corresponding to the sub-region.
The FBO buffer object is a frame buffer and is part of the GPU video memory. The light source camera views the cone as a shadow map light source so that a parallel projection camera at the viewpoint can determine the visibility of each location using a shadow map algorithm.
RGBA values are augmented with Alpha values relative to RGB, which can be computationally determined to be transparent, where the fragment visibility results can be stored.
And step 110, reading Alpha value information of each pixel point in the sub-area from the FBO to obtain a visual matrix.
And 112, splicing the visual matrixes corresponding to the sub-areas by the CPU to obtain a visual field analysis result of the terrain data.
In the method for quantitatively analyzing the terrain visible area based on the shadow map algorithm, the terrain map is partitioned, then the observation point is set as the light source camera view cone, the visibility of each position in the terrain map is acquired in the top view by using the shadow map algorithm, and a visible matrix is generated, so that the visible area analysis result of the terrain data is obtained.
In one embodiment, step 108 and step 110 are mainly performed by using a programmable pipeline of OpenGL running on the GPU, so that the process of performing geometric computation on vector graphics elements is omitted, and the computation of the visible region is performed directly, which is efficient.
In one embodiment, where the distance between adjacent rows and adjacent columns is one pixel, the quantitative results of the visual domain analysis of the terrain map can be obtained directly from the visual results of the pixels of the buffer object by aligning the grid side length in the terrain map with the pixel (i.e., the terrain map grid side length is 1 pixel when rendered).
It should be understood that, although the steps in the flowchart of fig. 1 are shown in order as indicated by the arrows, the steps are not necessarily performed in order as indicated by the arrows. The steps are not performed in the exact order shown and described, and may be performed in other orders, unless explicitly stated otherwise. Moreover, at least a portion of the steps in fig. 1 may include multiple sub-steps or multiple stages that are not necessarily performed at the same time, but may be performed at different times, and the order of performance of the sub-steps or stages is not necessarily sequential, but may be performed in turn or alternately with other steps or at least a portion of the sub-steps or stages of other steps.
In one embodiment, as shown in fig. 2, there is provided a terrain visible area quantitative analysis device based on a shadow map algorithm, including: a terrain construction module 202, a sub-region partitioning module 204, a visible information calculation module 206, a visible matrix calculation module 208, and a visible domain analysis module 210, wherein:
the terrain construction module is used for acquiring terrain data; the CPU generates a topographic map through the topographic data; four vertexes corresponding to any adjacent row and any adjacent column in the topographic map form two adjacent triangles;
the sub-area dividing module is used for obtaining the maximum view port range of OpenGL, and the CPU divides the topographic map into a plurality of sub-areas according to the maximum view port range;
the visible information calculation module is used for setting a light source camera view cone at a preset observation point position by using perspective projection by the GPU, setting a parallel projection camera at the preset observation point position at the top of the sub-region, calculating the visible information of each fragment in the sub-region by adopting a fragment shader through a shadow map algorithm, and recording the visible information in an Alpha value of RGBA color values of textures in FBO buffer region objects corresponding to the sub-region; wherein the visible information is Alpha value information;
the visual matrix calculation module is used for reading the Alpha value information of each pixel point in the sub-area from the FBO to obtain a visual matrix;
and the visual domain analysis module is used for splicing the visual matrixes corresponding to the sub-areas by the CPU to obtain a visual domain analysis result of the terrain data.
In one embodiment, the visible information calculation module is further configured to run a programmable pipeline of OpenGL in the GPU, set a light source camera view cone at a preset view point position by using perspective projection, set a parallel projection camera at the preset view point position on the top of the sub-region, calculate, by a shadow map algorithm, visible information of each fragment in the sub-region by using a fragment shader, and record the visible information in an Alpha value of an RGBA color value of a texture in an FBO buffer object corresponding to the sub-region; wherein the visible information is Alpha value information.
In one embodiment, the distance between the adjacent row and the adjacent column is one pixel.
For specific definition of the device for quantitatively analyzing the visible area of the terrain based on the shadow map algorithm, reference may be made to the above definition of the method for quantitatively analyzing the visible area of the terrain based on the shadow map algorithm, and details thereof are not repeated herein. The various modules in the above-mentioned topographic visual field quantitative analysis device based on the shadow map algorithm can be wholly or partially realized by software, hardware and a combination thereof. The modules can be embedded in a hardware form or independent from a processor in the computer device, and can also be stored in a memory in the computer device in a software form, so that the processor can call and execute operations corresponding to the modules.
In one embodiment, a computer device is provided, which may be a server, the internal structure of which may be as shown in fig. 3. The computer device includes a processor, a memory, a network interface, and a database connected by a system bus. Wherein the processor of the computer device is configured to provide computing and control capabilities. The memory of the computer device comprises a nonvolatile storage medium and an internal memory. The non-volatile storage medium stores an operating system, a computer program, and a database. The internal memory provides an environment for the operation of an operating system and computer programs in the non-volatile storage medium. The database of the computer device is used for storing terrain data. The network interface of the computer device is used for communicating with an external terminal through a network connection. The computer program is executed by a processor to implement a method for quantitatively analyzing a topographical visible area based on a shadow map algorithm.
Those skilled in the art will appreciate that the architecture shown in fig. 3 is merely a block diagram of some of the structures associated with the disclosed aspects and is not intended to limit the computing devices to which the disclosed aspects apply, as particular computing devices may include more or less components than those shown, or may combine certain components, or have a different arrangement of components.
In an embodiment, a computer device is provided, comprising a memory storing a computer program and a processor implementing the steps of the method in the above embodiments when the processor executes the computer program.
In an embodiment, a computer-readable storage medium is provided, on which a computer program is stored, which computer program, when being executed by a processor, carries out the steps of the method in the above-mentioned embodiments.
It will be understood by those skilled in the art that all or part of the processes of the methods of the embodiments described above can be implemented by hardware instructions of a computer program, which can be stored in a non-volatile computer-readable storage medium, and when executed, can include the processes of the embodiments of the methods described above. Any reference to memory, storage, database, or other medium used in the embodiments provided herein may include non-volatile and/or volatile memory, among others. Non-volatile memory can include read-only memory (ROM), Programmable ROM (PROM), Electrically Programmable ROM (EPROM), Electrically Erasable Programmable ROM (EEPROM), or flash memory. Volatile memory can include Random Access Memory (RAM) or external cache memory. By way of illustration and not limitation, RAM is available in a variety of forms such as Static RAM (SRAM), Dynamic RAM (DRAM), Synchronous DRAM (SDRAM), Double Data Rate SDRAM (DDRSDRAM), Enhanced SDRAM (ESDRAM), Synchronous Link DRAM (SLDRAM), Rambus Direct RAM (RDRAM), direct bus dynamic RAM (DRDRAM), and memory bus dynamic RAM (RDRAM).
The technical features of the above embodiments can be arbitrarily combined, and for the sake of brevity, all possible combinations of the technical features in the above embodiments are not described, but should be considered as the scope of the present specification as long as there is no contradiction between the combinations of the technical features.
The above-mentioned embodiments only express several embodiments of the present application, and the description thereof is more specific and detailed, but not construed as limiting the scope of the invention. It should be noted that, for a person skilled in the art, several variations and modifications can be made without departing from the concept of the present application, which falls within the scope of protection of the present application. Therefore, the protection scope of the present patent shall be subject to the appended claims.

Claims (8)

1. A shadow map algorithm-based quantitative analysis method for visible areas of terrain, which is characterized by comprising the following steps:
acquiring topographic data;
the CPU generates a topographic map through the topographic data; four vertexes corresponding to any adjacent row and any adjacent column in the topographic map form two adjacent triangles;
obtaining the maximum view port range of OpenGL, and dividing the topographic map into a plurality of sub-areas by a CPU according to the maximum view port range;
the method comprises the steps that a GPU sets a light source camera view cone at a preset observation point position by means of perspective projection, sets a parallel projection camera at the preset observation point position on the top of a sub-region, calculates visible information of each fragment in the sub-region by means of a fragment shader through a shadow map algorithm, and records the visible information in an Alpha value of RGBA color of texture in an FBO buffer region object corresponding to the sub-region; wherein the visible information is Alpha value information;
reading Alpha value information of each pixel point in the sub-area from the FBO to obtain a visual matrix;
and the CPU splices the visual matrixes corresponding to the sub-areas to obtain a visual field analysis result of the terrain data.
2. The method according to claim 1, wherein the GPU uses perspective projection to set a light source camera view cone at a preset viewpoint position and a parallel projection camera at a preset viewpoint position at the top of the sub-region, calculates the visible information of each fragment in the sub-region by a shadow map algorithm using a fragment shader, and records the visible information in the Alpha values of RGBA colors of textures in the FBO buffer object corresponding to the sub-region; wherein, the visible information is Alpha value information, including:
running an OpenGL programmable pipeline in a GPU, setting a light source camera view cone at a preset observation point position by using perspective projection, setting a parallel projection camera at the preset observation point position at the top of the sub-region, calculating visible information of each fragment in the sub-region by adopting a fragment shader through a shadow map algorithm, and recording the visible information in an Alpha value of RGBA color of texture in an FBO buffer region object corresponding to the sub-region; wherein the visible information comprises Alpha value information.
3. The method of claim 1, wherein the distance between the adjacent row and the adjacent column is one pixel.
4. A shadow map algorithm based quantitative analysis apparatus of a topographic visual field, the apparatus comprising:
the terrain construction module is used for acquiring terrain data; the CPU generates a topographic map through the topographic data; four vertexes corresponding to any adjacent row and any adjacent column in the topographic map form two adjacent triangles;
the sub-area dividing module is used for obtaining the maximum view port range of OpenGL, and the CPU divides the topographic map into a plurality of sub-areas according to the maximum view port range;
the visible information calculation module is used for setting a light source camera view cone at a preset observation point position by using perspective projection by the GPU, setting a parallel projection camera at the preset observation point position at the top of the sub-region, calculating the visible information of each fragment in the sub-region by adopting a fragment shader through a shadow map algorithm, and recording the visible information in an Alpha value of RGBA color of texture in an FBO buffer region object corresponding to the sub-region; wherein the visible information comprises Alpha value information;
the visual matrix calculation module is used for reading Alpha value information of each pixel point in the sub-area from the FBO to obtain a visual matrix;
and the visual domain analysis module is used for splicing the visual matrixes corresponding to the sub-areas by the CPU to obtain a visual domain analysis result of the terrain data.
5. The apparatus of claim 4, wherein the visibility information calculation module is further configured to set a light source camera view cone at a preset viewpoint position by using perspective projection through a programmable pipeline of OpenGL running in a GPU, set a parallel projection camera at the preset viewpoint position at the top of the sub-region, calculate the visibility information of each fragment in the sub-region by using a fragment shader through a shadow map algorithm, and record the visibility information in an Alpha value of RGBA color of texture in an FBO buffer object corresponding to the sub-region; wherein the visible information comprises Alpha value information.
6. The apparatus of claim 4, wherein the distance between the adjacent row and the adjacent column is one pixel.
7. A computer device comprising a memory and a processor, the memory storing a computer program, characterized in that the processor realizes the steps of the method of any one of claims 1 to 3 when executing the computer program.
8. A computer-readable storage medium, on which a computer program is stored, which, when being executed by a processor, carries out the steps of the method of any one of claims 1 to 3.
CN202011588094.0A 2020-12-29 2020-12-29 Shadow map algorithm-based quantitative analysis method and device for terrain visible area Active CN112288842B (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
CN202011588094.0A CN112288842B (en) 2020-12-29 2020-12-29 Shadow map algorithm-based quantitative analysis method and device for terrain visible area

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
CN202011588094.0A CN112288842B (en) 2020-12-29 2020-12-29 Shadow map algorithm-based quantitative analysis method and device for terrain visible area

Publications (2)

Publication Number Publication Date
CN112288842A true CN112288842A (en) 2021-01-29
CN112288842B CN112288842B (en) 2021-03-12

Family

ID=74426524

Family Applications (1)

Application Number Title Priority Date Filing Date
CN202011588094.0A Active CN112288842B (en) 2020-12-29 2020-12-29 Shadow map algorithm-based quantitative analysis method and device for terrain visible area

Country Status (1)

Country Link
CN (1) CN112288842B (en)

Cited By (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN115482146A (en) * 2022-08-31 2022-12-16 北京四维远见信息技术有限公司 Method, device, equipment and storage medium for automatic cross-image pair roaming of stereoscopic image
CN115794414A (en) * 2023-01-28 2023-03-14 中国人民解放军国防科技大学 Satellite-to-ground full-view analysis method, device and equipment based on parallel computing

Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1722179A (en) * 2004-05-14 2006-01-18 微软公司 Terrain rendering using nested regular grids
CN102903146A (en) * 2012-09-13 2013-01-30 中国科学院自动化研究所 Image processing method for scene drawing
US20150348286A1 (en) * 2014-05-30 2015-12-03 Apple Inc. Unitary Shadows
CN107274476A (en) * 2017-08-16 2017-10-20 城市生活(北京)资讯有限公司 The generation method and device of a kind of echo
CN112017284A (en) * 2020-08-28 2020-12-01 北京国遥新天地信息技术有限公司 Three-dimensional digital earth real-time terrain shadow simulation method based on light cone diagram

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN1722179A (en) * 2004-05-14 2006-01-18 微软公司 Terrain rendering using nested regular grids
CN102903146A (en) * 2012-09-13 2013-01-30 中国科学院自动化研究所 Image processing method for scene drawing
US20150348286A1 (en) * 2014-05-30 2015-12-03 Apple Inc. Unitary Shadows
CN107274476A (en) * 2017-08-16 2017-10-20 城市生活(北京)资讯有限公司 The generation method and device of a kind of echo
CN112017284A (en) * 2020-08-28 2020-12-01 北京国遥新天地信息技术有限公司 Three-dimensional digital earth real-time terrain shadow simulation method based on light cone diagram

Non-Patent Citations (6)

* Cited by examiner, † Cited by third party
Title
HUANG Y W , JING N , RUNDENSTEINER E A .: "Effective Graph Clustering for Path Queries in Digital Map Databases", 《INTERNATIONAL CONFERENCE ON INFORMATION & KNOWLEDGE MANAGEMENT. ACM》 *
KNIGHT D G .: "Shadow maps for real terrain", 《INTERNATIONAL JOURNAL OF MATHEMATICAL EDUCATION》 *
夏小科; 贾庆仁; 杨泉; 金星; 李军: "一种面向三维WebGIS的空间数据加载优化方法", 《武汉大学学报(信息科学版)》 *
孙毅; 雷小永; 戴树岭: "航天器在轨飞行的实时可视化仿真", 《系统仿真学报》 *
王晨昊; 汤晓安; 马伯宁; 冷志光: "基于距离场映射的地形可视域分析方法", 《测绘学报》 *
谢鹏; 汪超亮; 李子扬: "基于阴影图的航空遥感地面覆盖快速分析方法", 《地理空间信息》 *

Cited By (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
CN115482146A (en) * 2022-08-31 2022-12-16 北京四维远见信息技术有限公司 Method, device, equipment and storage medium for automatic cross-image pair roaming of stereoscopic image
CN115794414A (en) * 2023-01-28 2023-03-14 中国人民解放军国防科技大学 Satellite-to-ground full-view analysis method, device and equipment based on parallel computing
CN115794414B (en) * 2023-01-28 2023-05-05 中国人民解放军国防科技大学 Satellite earth-to-earth view analysis method, device and equipment based on parallel computing

Also Published As

Publication number Publication date
CN112288842B (en) 2021-03-12

Similar Documents

Publication Publication Date Title
CN111105491B (en) Scene rendering method and device, computer readable storage medium and computer equipment
US9183666B2 (en) System and method for overlaying two-dimensional map data on a three-dimensional scene
CN111243071A (en) Texture rendering method, system, chip, device and medium for real-time three-dimensional human body reconstruction
CN112288842B (en) Shadow map algorithm-based quantitative analysis method and device for terrain visible area
CN110956673A (en) Map drawing method and device
CN111369657B (en) Three-dimensional thermodynamic diagram generation method and device, computer equipment and storage medium
CN106530379B (en) Method and apparatus for performing path delineation
CN110335345B (en) Curtain wall node rendering method and device, computer equipment and storage medium
CN106558092B (en) Multi-light-source scene accelerated drawing method based on scene multidirectional voxelization
CN113112579A (en) Rendering method, rendering device, electronic equipment and computer-readable storage medium
CN113870430B (en) Workpiece data processing method and device
CN109448088B (en) Method and device for rendering three-dimensional graphic wire frame, computer equipment and storage medium
CN110428504B (en) Text image synthesis method, apparatus, computer device and storage medium
CN116012507A (en) Rendering data processing method and device, electronic equipment and storage medium
CN113129420B (en) Ray tracing rendering method based on depth buffer acceleration
US11100707B2 (en) Computer graphics method for terrain rendering
WO1996013018A1 (en) Methods and apparatus for rapidly rendering photo-realistic surfaces on 3-dimensional wire frames automatically
CN110853143B (en) Scene realization method, device, computer equipment and storage medium
CN114820980A (en) Three-dimensional reconstruction method and device, electronic equipment and readable storage medium
CN113223146A (en) Data labeling method and device based on three-dimensional simulation scene and storage medium
CN117557710B (en) Texture rendering method and device, terminal equipment and storage medium
CN116883575B (en) Building group rendering method, device, computer equipment and storage medium
CN116777940B (en) Data processing method, device, equipment and storage medium
CN115601512B (en) Interactive three-dimensional reconstruction method and device, computer equipment and storage medium
CN116245988A (en) Three-dimensional map rendering method, system, computer equipment and storage medium

Legal Events

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