Journal of Computer Applications

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Real-time rendering of 3D large-scale scene based on improved quadtree algorithm

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  • Received:2007-07-05 Revised:1900-01-01 Online:2007-09-01 Published:2007-09-01
  • Contact: Wang-Gen Wan

基于改进型四叉树算法的室外大规模场景实时渲染

万旺根 周俊玮 唐经州   

  1. 上海大学 上海大学 南台科技大学
  • 通讯作者: 万旺根

Abstract: The storage, look-up and view frustum culling of nodes in 3D scene are the key problems which effect the rendering efficiency in large scale scene. The paper introduces an improved quatree algorithm to store and look up nodes and proposes an iterative algorithm in place of recursion algorithm. And we implement the radial detection and view frustum culling based on this algorithm. The experimental results show that FPS is increased a lot in this way. The algorithm features in hiberarchy in itself and sequence in coding, which avoids large computation in view frustum culling algorithm.

摘要: 在大规模场景渲染过程中,场景中节点的存储、查找,以及视域剔除是影响渲染速度的重要因素。采用一种改进型四叉树算法存储和查找顶点,采用迭代算法替换了原有的递归生成算法,利用该四叉树算法实现了射线检测和视域剔除。实验结果表明,该方法能够有效提高室外场景的渲染帧数,利用它在视域剔除上能发挥本身的层次特性和编码的有序性优点,可以避免和减少视域剔除算法中大量直线与面相交的计算,提高视域剔除算法的效率。