摘要
提出了一种基于四叉树结构的海量数据纹理映射算法。对多分辨率纹理数据进行了有效的压缩存储,并利用纹理映射误差,有效地减少了实时仿真过程中纹理数据调度的数据量,同时优化了内存释放算法,减少了内外存数据之间的反复调度,从而有效地解决了大规模地形场景重建过程中的数据调度与海量数据的纹理映射问题。实验结果证明了算法的有效性。
A mass texture mapping algorithm on the basis of quadtree is proposed in the paper. The texture data size is remarkably reduced by using the compression multiresolution texture data and texture mapping error technology. And also the memory release algorithm is optimized to reduce the schedule times remarkably. So the data schedule and mass texture mapping problems of the large scale scenes reconstruction is settled efficiendy. The results show the validation of this algorithm.
出处
《微电子学与计算机》
CSCD
北大核心
2008年第1期48-51,共4页
Microelectronics & Computer
关键词
三维重建
四叉树
纹理映射
误差计算
3D reconstruction
quadtree
texture mapping
error caculation