Because 3D surface model contains huge number of triangles, a mesh simplification algorithm based on triangle edges shrinkages is presented in this paper to speed up the rendering in real time.
并对其生成的表面几何模型所包含三角面片数量巨大的问题,提出一种快速有效的三角形边收缩算法进行网格简化,提高了表面模型的绘制速度。
This paper proposes a dynamic simplification algorithm for the terrain model based on the Triangle Subdivision Bi tree to realize continuous view dependent multi resolution rendering of terrain mesh.
为实现地形漫游,提出基于三角形二叉树的地形网格模型动态简化算法,实现了与视点相关的连续多分辨率简化及快速动态绘制。
This thesis studied the principles of Progressive Mesh (PM) model, and improved on the method of side error in PM, the improvement method not only in brief, but also attain good simplification result.
论文研究了渐进网格(PM)模型思想,对PM模型中的边误差计算方法进行了改进,改进后的方法不但计算简单,而且简化效果良好。
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