测绘学报

• 学术论文 •    

基于数据分层分块的海量三维地形四叉树简化模型

刘扬1,宫阿都2,李京   

  • 收稿日期:2009-02-18 修回日期:2009-05-19 出版日期:2010-08-25 发布日期:2010-08-25
  • 通讯作者: 宫阿都

A Model for Massive 3D Terrain Simplification Based on Data Block Partition and Quad-tree

  • Received:2009-02-18 Revised:2009-05-19 Online:2010-08-25 Published:2010-08-25

摘要: 本研究通过对几种典型的地形简化算法进行比较,探索建立一种基于数据分块且适合海量三维地形的局部自适应最优化简化模型(LaostModel模型).该简化模型以四叉数模型为基础,针对海量地形进行分层分块组织,构造多棵地形四叉树;根据视点以及局部地形粗糙程度动态地改变四叉树数据块分裂或合并状态,实时调整块内不同四叉树节点处地形的显示层次;利用“包围盒”法来判断四叉树节点是否需要被绘制;使用广度优先的原则遍历四叉树解决不同分辨率地形拼接处形易成裂缝问题.基于该模型构建了一个演示系统,系统测试表明,模型应用效果良好,实现了海量地形数据流畅漫游.

Abstract: By comparing several typical terrain simplification algorithms, local adaptive optimization simplified terrain model (LaostModel for short) was be established, which is based on quad-tree model and supports massive 3D terrain data. With LaostModel, many quad-trees are built by the mode which the massive terrain data is organized by multi-resolution blocked processing. Also, the LaostModel algorithm dynamically split or merges quad-tree data block according to viewpoint as well as the degree of roughness of local terrain, and the different level terrain is display by real-timely adjusting the different quad-tree nodes in a data block. In addition, LaostModel can solve a lot of other problems, such as, the crack problem caused by different resolution grid mosaic of terrain which is solved by breadth-first search algorithm, and the problem that how to determine which quad-tree node needs to be drawn which is solved by "bounding box" method, and so on. Testing of prototype system shows that the model fits satisfactorily and offers a useful reference for further studying.