摘要
为了解决游戏引擎设计中渲染效率的问题,提出了一种基于LOD技术的场地渲染方法。首先确定正方形的渲染地形,并利用四叉树分割渲染该地形,然后更新遍历渲染地形,最后进行龟裂的修补。各步骤依次使用节点分割与简化,节点剔除,地形龟裂处理等主要技术进行实现。实验结果表明,使用LOD技术后大型场景的渲染效果在效率及效果上均有较大提升,从而有效地提高了游戏的运行速度。
In order to solve the problem of rendering efficiency in the design of game engine, this pa- per presents a method based on LOD technology. The method first determines the square of the ren- dering terrain, and the use of four tree segmentation rendering the terrain, and then update the terrain traversal rendering, and finally crack repair. In each step, the main technologies such as node seg- mentation and simplification, node culling and terrain crack processing are implemented. The experi- mental results show that the rendering efficiency of the large scene is improved greatly after using the LOD technology, which effectively improves the speed of the game.
作者
叶成景
余正泓
YE Chengjing YU Zhenghong(Guangdong Polytechnic of Science and Technology, College of Mechanical and Electronic Engineering,519090, Zhuhai, Guangdong, PRC)
出处
《江西科学》
2017年第3期441-443,共3页
Jiangxi Science
基金
广东省高等职业教育教学改革项目(201401099)
广东省高职教育信息技术类专业教学指导委员会项目(XXJS-2013-2004)
关键词
LOD技术
渲染
场景
效果
LOD technology
rendering
scene
effect