共查询到18条相似文献,搜索用时 156 毫秒
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针对受限于计算机内存,海量三维点云数据无法一次性加载显示的问题,提出了一种基于像素模式的海量点云可视化LOD调度方法。该方法主要包括生成八叉树点云索引文件和设置LOD模型调度范围两个阶段,首先采用八叉树的原理对点云数据进行分层和抽稀,生成索引文件;再基于八叉树点云索引文件构建点云LOD模型;最后根据原始点云的分辨率自动计算LOD模型节点的像素阈值。在实时可视化的过程中,以LOD模型节点在屏幕上的像素大小是否达到预定阈值为判断条件,对其进行调度,避免了距离模式下海量点云可视化出现的卡顿问题。 相似文献
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简要介绍了利用虚拟建模语言(VRML)和常用3维软件3DMAX 创建能够在互联网及非互联网上浏览3维城市场景的一般方法,以及 VRML 的特点,重点探讨了创建动态交互浏览控制的3维城市不同于静态场景的关键技术,以及创建3维模型以提高场景真实感和浏览速度的一些建模技巧。 相似文献
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海量激光点云数据的快速显示是目前一个技术瓶颈。本文提出一种基于KD树的点云数据自适应屏幕精度的高效显示方法,采用类似LOD的技术将点云进行KD树的组织,并在KD树节点上引入屏幕精度的概念,在点云数据显示时,计算KD树节点在屏幕上的投影范围,进而决定其是否显示点云细节。试验证明,该算法在显示大规模点云数据时,由于通过KD树自适应屏幕精度调度点云数据使绘制点的数据量大大减少,从而大大加快了点云的显示速度。 相似文献
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层次细节简化(LOD)是一种有效控制地图模型复杂程度,提高可视化效率的重要方法,其模型算法的研究是地图可视化表示技术的关键技术之一.主要分析了LOD的三种应用类型,重点就可视化中地图图层、点、线、面、注记的LOD模型建立进行了探讨研究. 相似文献
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基于VRML三维动态虚拟现实场景的实现 总被引:5,自引:1,他引:5
本文分析了VRML与VR的关系。然后在简要介绍VRML的基础上,详细论述了用VRML构造3D虚拟现实模型及动态虚拟场景的方法及其关键技术,并举例以各应用进行了比较说明。最后总结了VRML的优缺点及其发展趋势。 相似文献
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高精度曲面建模的三维地形可视化研究 总被引:3,自引:1,他引:2
根据高精度曲面建模理论(HASM)中曲面单元算法的特点,提出基于视点的多分辨率LOD实时生成算法。该方法通过对规则格网的DEM数据进行划分,以单元分片为基本单位对DEM数据进行组织。根据各曲面单元与视点的相对关系,以不同间距对曲面单元进行内插,实时重建视景内的三维地形。在实时显示过程中,对硬盘中的数据进行实时读取,采用多线程技术对图像渲染操作进行处理,实现了对DEM数据的实时计算、动态显示。该方法无需对规则格网DEM数据建立空间层次组织结构,在对虚拟地形进行实时漫游过程中,存储空间占用少,不受数据规模的影响。 相似文献
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This paper addresses two issues: the use of 'realistic' environments for the visualization of socio-economic data, and the use of virtual reality tools for the exploration of data from existing GIS databases. 'Realistic' is here used in a narrow sense to imply the reconstruction of real-world scenes in which major components of the physical environment are reconstructed to facilitate geographical visualization. A review of visualization techniques for geographically-referenced 3-D data is presented, and the translation of an existing urban GIS database into virtual reality modelling language (VRML) demonstrated for a study area in Cardiff, UK. This work shows that the export of conventional 2-D GIS data into virtual reality toolkits can be relatively straightforward, and offers exciting new avenues for visualization and exploration. We argue that some of the parameters of the true scene such as colour, building shape, and texture may be directly modified in order to represent otherwise unobservable socio-economic characteristics, in the spirit of exploratory data analysis. These issues are of particular importance in the context of current advances towards the dynamic linkage of GIS and virtual reality modelling. 相似文献
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《ISPRS Journal of Photogrammetry and Remote Sensing》1999,54(1):1-22
This paper describes an integrated approach to the construction of textured 3D scene models of building interiors from laser range data and visual images. This approach has been implemented in a collection of algorithms and sensors within a prototype device for 3D reconstruction, known as the EST (Environmental Sensor for Telepresence). The EST can take the form of a push trolley or of an autonomous mobile platform. The Autonomous EST (AEST) has been designed to provide an integrated solution for automating the creation of complete models. Embedded software performs several functions, including triangulation of the range data, registration of video texture, registration and integration of data acquired from different capture points. Potential applications include facilities management for the construction industry and creating reality models to be used in general areas of virtual reality, for example, virtual studios, virtualised reality for content-related applications (e.g., CD-ROMs), social telepresence, architecture and others. The paper presents the main components of the EST/AEST, and presents some example results obtained from the prototypes. The reconstructed model is encoded in VRML format so that it is possible to access and view the model via the World Wide Web. 相似文献
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对于大规模地形而言,地形网格的实时动态绘制速度和质量一直是人们关注的重点。地形漫游在仿真、模拟、虚拟现实、游戏等领域都有广泛的应用。该文在研究多种层次算法的基础上,采用一种地形瓦片重组数据结构的方法实现实时高帧率的绘制大规模地形。分析了地形场景数据管理与实时调度,视相关多层次细节模型与可见性判断以及分层数据组织和瓦片数据绘制等关键问题,并给出了相应的解决方法,改进了视景体裁切重组地形数据的方法。实验结果表明该方法在保持地形逼真的前提下,有很好的绘制网格帧率和实时动态交互效果。 相似文献
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