提出了一种新的基于透视投影自适应网格及顶点纹理特性的大规模地形绘制算法,与传统算法相比,该算法大大的降低中央处理器的负担,具有更大的地形数据吞吐量和更加稳定的帧速率。
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A novel algorithm for the rendering of large database terrain based on adaptive mesh and vertex texture is presented in this paper. Compared to the traditional terrain methods, this method reduced the burden of the CPU and has more stabilized frame rate.
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