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Abstract:
To solve the problem of limited CPU computing capacity in terrain rendering, the paper suggests that by using GPU, the structure of multi-resolution terrain, the wavelet inverse transform, and the large calculated load of the dynamic normal computing and so on, are handled. And by using client-side data caching and data pre-fetching strategies, the quality control of multi-user network roaming terrain rendering is achieved. The experiments show that the solution meets the needs of large-scale terrain roaming.
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Source :
Journal of Beijing University of Technology
ISSN: 0254-0037
Year: 2011
Issue: 4
Volume: 37
Page: 596-601
Cited Count:
WoS CC Cited Count: 0
SCOPUS Cited Count:
ESI Highly Cited Papers on the List: 0 Unfold All
WanFang Cited Count:
Chinese Cited Count:
30 Days PV: 16
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