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| Content Provider | IEEE Xplore Digital Library |
|---|---|
| Author | Biao Dong Xunkun Shen |
| Copyright Year | 2014 |
| Description | Author affiliation: State key Lab. of Virtual Reality Technol. & Syst., Beihang Univ., Beijing, China (Biao Dong; Xunkun Shen) |
| Abstract | Given and implemented a kind of terrain rendering method based on Ray Casting. When ray-terrain intersection, with this data structure from the top-down quad-tree to find the intersection point of ray and terrain surface. According to ray in the same position in the quad-tree corresponds to different levels of different height, can quickly skip the area of the ray of the ray could not intersect with the terrain surface. Using the bilinear interpolation method to reconstruct the three-dimensional surface of the terrain, eliminate the ladder phenomenon of the terrain on the surface, and draw a realistic effect with the terrain. Experiments show that can real-time render a realistic three-dimensional terrain with the method presented in this paper. Compared with the previous methods, can significantly reduce the ray number of iterations in the process of the ray-terrain intersection. |
| Starting Page | 424 |
| Ending Page | 429 |
| File Size | 795488 |
| Page Count | 6 |
| File Format | |
| e-ISBN | 9781479968541 |
| DOI | 10.1109/ICVRV.2014.71 |
| Language | English |
| Publisher | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
| Publisher Date | 2014-08-30 |
| Publisher Place | China |
| Access Restriction | Subscribed |
| Rights Holder | Institute of Electrical and Electronics Engineers, Inc. (IEEE) |
| Subject Keyword | Intersection Casting Surface reconstruction Interpolation Realistic Reconstruct Ray Casting Rendering (computer graphics) Data structures Acceleration Iterations Surface treatment |
| Content Type | Text |
| Resource Type | Article |
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