Abstract

When mapping large-scale battlefield terrain, in order to make a real-time show it on the computer it is required to keep the vector data (points, lines, areas) at the high curvature and delete the vector data at the low curvature as much as possible. This article puts forward a simplified algorithm to calculate the average curvature of the space mesh points with level of detail (LOD) model technique as well as the visualization implementation of this algorithm. Then according to this algorithm, work out the curvature value of the mesh points, delete the center points of the low curvature and triangularize the cavity left so as to simplify LOD model and reduce dramatically the number of the vector data (points, lines, areas) in the field of view of the large-scale battlefield terrain. Experiments show the average curvature algorithm put forward in this article can better solve the contradiction between the big vector data and the limited real-time processing capacity of the computer. As a result, it can meet the requirements of mapping great number of real-time data of the large-scale battlefield terrain by 3 D visualization.

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