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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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