CN104318605A - Parallel lamination rendering method of vector solid line and three-dimensional terrain - Google Patents

Parallel lamination rendering method of vector solid line and three-dimensional terrain Download PDF

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CN104318605A
CN104318605A CN201410568385.1A CN201410568385A CN104318605A CN 104318605 A CN104318605 A CN 104318605A CN 201410568385 A CN201410568385 A CN 201410568385A CN 104318605 A CN104318605 A CN 104318605A
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pixel
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solid line
line
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CN104318605B (en
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佘江峰
谈心
周阳
郭星辰
刘建龙
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Nanjing University
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/10Geometric effects
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects
    • G06T17/05Geographic models

Abstract

The invention discloses a parallel lamination rendering method of a two-dimensional vector solid line and a three-dimensional terrain surface, and the method is characterized in that the display space of the two-dimensional vector solid line is expanded from a two-dimensional plane to a three-dimensional irregular face, such that a three-dimensional geographic information system has the expressing ability of concrete reality and abstract space rule. In comparison with the existing technology, based on a projection back calculation method from screen space to two-dimensional space, the method can effectively eliminate the phenomenon of suspension, puncture and interruption of the vector line on the three-dimensional terrain surface without depending on the used terrain model, the method has high rendering precision and the rendering performance is promoted by a parallel calculating method. The method comprises the following steps of: eliminating pixels without shading adjustment; creating space indexes for the vector solid line; calculating the space coverage range of the screen pixel by the space projection back calculation method and judging whether the pixels are intersected with the two-dimensional vector, if so, modifying the pixel shading; generating the line width effect to the vector; generating the color gradient effect of the vector along sight distance change.

Description

The parallel laminating rendering intent of vector solid line and dimensional topography
Technical field
The present invention relates to computer utility, computer graphics and technical field of geographic information, be specifically related to the parallel laminating rendering intent of a kind of two-dimensional vector solid line on dimensional topography surface, two-dimensional vector solid line can be played up in dimensional topography surface, by the spacial flex of two-dimensional vector solid line from two dimensional surface to the expansion of irregular of three-dimensional, three-dimensional geographic information system is had concurrently to express the sense of reality of landform and abstract expression ability to Linear Space rule, strengthen its readability in reciprocal process.
Background technology
In " High-Quality Cartographic Roads on High-Resolution DEMs " (the high-quality road sign on high resolution DEM basis is played up), propose existing two-dimensional vector key element by people such as Mikael Vaaraniemi to be substantially divided three classes at the laminating Rendering algorithms on dimensional topography surface: the rendering intent based on texture, the rendering intent based on geometric maps and the rendering intent based on template umbra volume.
● based on the rendering intent of texture
The core concept of these class methods be by vector data by real-time or pretreated mode rasterizing on a two dimensional image, then it can be used as standard texture to map directly to topographical surface, thus ensure the seamless applying of vector data and landform.
The method generates the method for static texture by precalculating, can obtain higher rendering accuracy, but can take a large amount of storage space, thus needs at storage space and plays up seeking balance between quality.Owing to can only generate the texture of finite resolving power level, in large scene convergent-divergent process, the drafting precision of vector data is limited, occurs more serious phenomenon of losing shape.Based on the method for texture when encountering steep slope topography, plane two-dimensional vector can be caused unreasonable distortion by the suddenly stretching of local landform owing to automatically can not adjust resolution after rasterizing.In addition, limited fixture resolution level also can cause and mate with the imperfect of earth's surface when scene convergent-divergent.
● based on the rendering intent of geometric maps
The key of these class methods realizes two-dimensional vector to mate with the precise geometrical of dimensional topography, adaptation to the ground Triangle Network Structure and level of detail technology (Level of Detail, LOD) Method of Data Organization, to avoid occurring that vector data is suspended in the unreasonable situations such as aerial or interspersed earth's surface.
Basic solution is by the surface slope flex point involved by dynamic calculation vector element route via, and in vector data, introduces corresponding new summit according to this or set up new line segment, to realize the synchronous fluctuating that vector element changes along with terrain slope.Searching for vector element relief feature point extremely relies on landform expression model, and the exact matching under being very difficult to accomplish any yardstick, easily occur that vector element is interrupted, be suspended on coplanar pel, or be submerged in the inferior phenomenon of coplanar pel.At pretreatment stage, by vector data, the method (each level of detail namely for landform creates a vector geometric model corresponded) be integrated in Terrain LOD model can cause the remarkable increase of data volume.
● based on the rendering intent of template umbra volume
Problem of losing shape is played up for solving texture mapping method, avoid geometric maps method to the dependence of relief block, Schneider and Klein proposes the template shadow volume method based on shadow volume algorithm and template caching technology in " Efficient and accurate rendering of vector data on virtual landscapes " (a kind of method vector being accurately rendered into virtual terrain) simultaneously.
Method core concept has three steps: be first polyhedron by vector data along vertical projection Directional Extension; Then the polyhedron of generation is utilized in template buffer memory, to generate mask by shadow volume algorithm; Finally mask is added in three-dimensional scenic, complete the screen pixels representing respective vectors data painted.The method to width be the solid line key element of 1 pixel played up limitation, and algorithm needs to draw 2 times to the polyhedron of vector extension, can the upper real-time display that affect data largely.If depth value variation range is very large in three-dimensional scenic, then the position difference that the width of line of vector at a distance can be caused near with distance viewpoint is obvious.If retain line of vector rendering effect at a distance, then the distortion of line of vector meeting nearby; If ensure line of vector rendering effect nearby, then line of vector can be interrupted at a distance.
Summary of the invention
Goal of the invention: the deficiency existed for prior art, the present invention aim to provide a kind of by two-dimensional vector solid line dimensional topography surface carry out the method played up of fitting, while can eliminating the suspension of vector on dimensional topography surface, puncture, the phenomenon such as interrupted, have laminating closely, precision high.
Technical scheme: for achieving the above object, the present invention adopts following technical scheme:
A parallel laminating rendering intent for vector solid line and dimensional topography, the method completes the parallel rendering of image by CPU+GPU Heterogeneous Computing mode, comprises the steps:
The first step: detect the terrain profile Yan Hangkongqisudushiliangqianchuimian line in rendering image, set up one " avoiding colored pixels table " for the pixel of erroneous judgement can be caused in its neighborhood, to not do painted amendment for the pixel in this table, the calculating in subsequent step or process are not all carried out for the pixel in this table;
Second step: for two-dimensional vector solid line sets up spatial index, to improve the judgement performance of spatial relationship in subsequent step;
3rd step: set up " a vector painted buffer zone " identical with screen size, with temporary vector coloring effect;
4th step: for each screen pixels (not containing the pixel in " avoiding colored pixels table "), utilize space projection reverse calculation algorithms, obtain its coverage in two-dimensional vector plane, judge this scope whether crossing with certain two-dimensional vector solid line (utilize the spatial index in second step to promote and judge performance).As pixel exists crossing phenomenon with certain vector solid line, then the color of this pixel in " the painted buffer zone of vector " is replaced with the color of this line of vector.
5th step: utilize morphological method to carry out live width setting to the Linear element in " the painted buffer zone of vector ";
6th step: Weighted Fusion is made in " the painted buffer zone of vector " and the painted buffer zone of former screen, and what pixel depth was less is colored as master with vector, and what pixel depth was larger is colored as master with former screen.
The innovative point of this laminating rendering intent is: method does not rely on any relief block, only with landform the rendering effect of screen space and two-dimensional vector relevant in the distribution of two-dimensional space; Method effectively can eliminate the suspension phenomenon of vector on dimensional topography surface, the puncture phenomenon on vector and dimensional topography surface, vector are played up disconnection phenomenon dimensional topography surface, and had the rendering accuracy of a pixel; Method plays up performance by adopting the Heterogeneous Computing pattern of CPU+GPU to improve.
Method is by projection inverse, obtain the coverage of screen pixels at two-dimensional space, judge that whether this scope is crossing with certain two-dimensional vector solid line, as there is crossing phenomenon, then by obtaining the finished pigmented of this pixel with the Weighted Fusion of vector color and former screen pixels color further.Especially, method considers the impact of topographic relief: that one-row pixels being in terrain profile Yan Hangkongqisudushiliangqianchuimian line distally on screen, the spatial coverage that its projection inverse obtains, while covering visibility region, also cover outline line invisible area (valley floor as after topographical crest) behind, therefore, the spatial relationship judged result of this pixel and vector solid line is likely wrong, the coloring treatment of this pixel can not be used to guide, " avoiding colored pixels table " is set up for this one part of pixel, this part pixel is got rid of to the painted judgement of screen pixels, final rendering visual effect is not affected.
Further, as required morphological dilations process is done to the line of vector in " the painted buffer zone of vector ", form live width effect.According to the weight proportion that pixel depth adjustment " the painted buffer zone of vector " and the painted buffer zone of former screen are merged, what pixel depth was less is colored as master with vector, and what pixel depth was larger is colored as master with former screen, forms the color-grading effect with distance perspective.
Disposal route due to screen pixels has very high homogeney, and said process realizes parallel processing by CPU+GPU Heterogeneous Computing mode, and the performance of whole process is well promoted.Wherein, CPU is responsible for process serial computing part, and GPU is responsible for process parallel computation part.Parallel computation part comprise the detection of terrain profile Yan Hangkongqisudushiliangqianchuimian line and process, the calculating of screen pixels coverage, pixel painted judgement, based on the live width process of morphology operations and color gradient process.
The detection method of the terrain profile Yan Hangkongqisudushiliangqianchuimian line in the method first step and the method for building up of " avoiding colored pixels table " as follows:
A. the detective operators of tectonic landform outline line, carries out convolution algorithm by itself and image;
B. the convolution algorithm result place location of pixels exceeding setting threshold value is labeled as outline line;
C. the one-row pixels point of outline line away from viewpoint direction is added " avoiding colored pixels table ".
The Establishing process of the vector space index in method second step is as follows:
A. vector solid line is resolved into line segment;
B. the spatial index of line segment aggregate is set up.
In method the 4th step the relation of pixel and two-dimensional vector solid line judge and " the painted buffer zone of vector " disposal route as follows:
A. for pixel (i, j), with (i, j), (i, j+1), the screen coordinate of (i+1, j), (i+1, j+1) four pixels and depth value inverse obtain a quadrilateral space, the coverage of pixel (i, j) is represented with the drop shadow spread of this quadrilateral on two dimensional surface;
B. pixel (i is utilized, j) coverage and two-dimensional vector line segment are made spatial relationship and are judged (utilize the vector space index set up in second step to improve spatial relationship and judge performance), as pixel (i, j) coverage and certain two-dimensional vector line segment intersection, then replace the color of this pixel in " the painted buffer zone of vector " with the color of this line segment;
C. (a) to (b) step is repeated for all screen pixels (not containing the pixel in " avoiding colored pixels table ").
Beneficial effect: compared with prior art, tool of the present invention has the following advantages:
1, this method does not rely in three-dimension terrian model, by whether having two-dimensional vector solid line to pass through from screen space in the spatial dimension that the projection inverse of two-dimensional vector plane space judges screen pixels one by one, determining the finished pigmented of screen pixels accordingly, is a kind of innovative approach being different from existing several scheme theoretical foundation and technology path;
2, compared with the conventional method, vector is tight in the laminating of three-dimension terrian, eliminates suspension, puncture and disconnection phenomenon completely;
3, the rendering accuracy of vector can reach a screen pixels;
4, use parallel calculating method to accelerate vector to fit the performance played up, reduce the negative effect to three-dimensional scenic real-time, interactive performance.
Accompanying drawing explanation
Fig. 1 is the overview flow chart of the inventive method;
Fig. 2 is the confusion schematic diagram of pixel coverage near outline line;
Fig. 3 is the schematic diagram of terrain profile Yan Hangkongqisudushiliangqianchuimian line detecting method;
Fig. 4 is the schematic diagram of screen pixels coverage;
Fig. 5 is the schematic diagram utilizing morphology operations to change live width;
Embodiment
Below in conjunction with instantiation, illustrate the present invention further, these examples should be understood only be not used in for illustration of the present invention and limit the scope of the invention, after having read the present invention, the amendment of those skilled in the art to the various equivalent form of value of the present invention has all fallen within the application's claims limited range.
As shown in Figure 1, the parallel laminating rendering intent of a kind of vector solid line disclosed in example of the present invention and dimensional topography, key step is as follows:
The first step: detect the terrain profile Yan Hangkongqisudushiliangqianchuimian line in rendering image, set up one " avoiding colored pixels table " for the pixel of erroneous judgement can be caused in its neighborhood, to not do painted amendment for the pixel in this table, the calculating in subsequent step or process are all carried out for other screen pixels outside this table.
In Fig. 2, the vector face B ' E ' on screen represents the region of topographical surface scope BCDE, this results in the visual error that A ' B ' E ' is one section of continuous hillside.Actual conditions are, the A ' B ' on screen and B ' E ' represents disjunct two region: AB and DE each other respectively.If have a line of vector through the region of topographical surface scope BCD, instead of DE, this root vector solid line should not be on screen to be shown, if pixel 1 is played up the color of vector, will cause a kind of illusion, namely this line of vector is not blocked by massif.Therefore, for the one-row pixels in outline line distally, the amendment adjustment of pixel shader can not be carried out.For reaching this object, needing to set up " avoiding colored pixels table " for the pixel of this type, this part pixel should be got rid of to the painted adjustment of screen pixels.
The detection algorithm of outline line can be divided into the algorithm based on image space and the large class of the algorithm based on object space two substantially, and two kinds of algorithms can be applied to this method, adopt the algorithm based on image space to be exemplarily described herein.Algorithm core concept based on image space is: structure edge detection operator, by carrying out convolution algorithm with image, realize the comparison to neighbor depth value, rational threshold value is set (through test, threshold might be set is 0.009 ~ 0.011, within the scope of this, value effectively can eliminate erroneous judgement pixel), the convolution algorithm result place location of pixels exceeding threshold value is labeled as outline line.
Second step: for two-dimensional vector solid line sets up spatial index, to improve the judgement performance of spatial relationship in subsequent step.
When judging pixel whether with certain vectors intersect, if there is a spatial index for vector, the performance of deterministic process greatly can be promoted.Common Spatial Data Index Technology has grid spatial index, Quadtree Spatial Index and R-to set index.Above-mentioned three kinds of spatial indexs can improve the screenability of vector solid line, can be applied to this method, adopt quaternary tree index exemplarily here.For the vector solid line that span is larger, because its overall bounding box rectangular coverage area is very large, can reduce the spatial filtering effect of spatial index, therefore uniformly vector solid line be resolved into the set of line segment, pixel then becomes the crossing judgement of pixel and line segment with the crossing judgement of line of vector.Because the bounding box rectangle of each line segment is very little, utilize the spatial index of line segment can improve the efficiency of space search significantly.
The Establishing process of vector space index is as follows:
A. vector solid line is resolved into line segment;
B. the spatial index of all line segments is set up.
3rd step: set up " a vector painted buffer zone " identical with screen size, with temporary vector coloring effect.
The foundation of " the painted buffer zone of vector " is to temporarily preserve the pixel that those need to revise coloring effect, its original state is " non-coloring ", those those pixels with vector process are recorded in this " the painted buffer zone of vector ", and its color is the color of corresponding vector.After pixel traversal processing completes, carrying out merging (those pixels corresponding to " non-coloring " pixel in " the painted buffer zone of vector " in " the painted buffer zone of screen " do not need to merge) with the painted buffer zone of former screen by being somebody's turn to do " the painted buffer zone of vector ", obtaining final screen coloring effect.
4th step: one by one for screen pixels (not containing the pixel in " avoiding colored pixels table "), utilize space projection reverse calculation algorithms, obtain its coverage in vector plane, judge this scope whether with certain vector line segment intersection (utilize the spatial index set up in second step can significantly improving performance).As pixel and a certain vector line segment intersection, then the color of this pixel in " the painted buffer zone of vector " is replaced with the color of this vector line segment.
The method obtaining screen pixels two-dimensional space coverage in this step is as follows:
If the display device coordinate in screen is windowCoord, its world coordinates in three-dimensional scenic is worldCoord, the observation matrix (View Matrix) of video camera is VM, projective transformation matrix (Projection Matrix) is PM, and viewport transform matrix (Window Matrix) is WM.Then the computing formula of the world coordinates that pixel is corresponding is as follows:
worldCoord=windowCoord×Inverse_VPW
Note: Inverse_VPW is the inverse matrix of VPW, and the computing formula of VPW is as follows:
VPW=VM×PM×WM
It should be noted that in matrix operation process, due to the three-dimensional coordinate vector (Xw that worldCoord is in world coordinate system, Yw, Zw), therefore windowCoord is also necessary for tri-vector (x, y, z), wherein (x, y) planimetric position that is screen pixels, the depth buffer value of z then capture element position.
Pixel screen coordinate and depth buffer thereof represent the window coordinate information of each pixel center.Single screen pixels can regard the fixing small square of a length of side as.To the pixel (i on screen, j), available (i, j), (i, j+1), the screen coordinate of (i+1, j), (i+1, j+1) four pixels and depth value inverse thereof obtain a quadrilateral space, the coverage of pixel (i, j) at two dimensional surface is represented with the drop shadow spread of this quadrilateral on two dimensional surface; Utilize pixel (i, j) coverage and two-dimensional vector line segment are made spatial relationship and are judged (utilizing the spatial index set up in second step to improve spatial relationship judging efficiency), as pixel (i, j) coverage and certain two-dimensional vector line segment intersection, then replace the color of this pixel in " the painted buffer zone of vector " with the color of this line segment; This process is repeated for all screen pixels (not containing the pixel in " avoiding colored pixels table ").
5th step: the live width utilizing morphological method to complete Linear element in " the painted buffer zone of vector " is arranged.
The visible part of pixel representative vector in three-dimensional scenic preserved in " the painted buffer zone of vector ", these visible parts will be fitted in dimensional topography surface.Concerning this segment vector, as there is the width being greater than a pixel, the expanding processing generation in mathematical morphological operation can be adopted more than the live width effect of a pixel.But it is important to note that expansion is herein launching perpendicular on the screen space of direction of visual lines, instead of launch at topographical surface, degrees of expansion is unsuitable excessive.Because the live width of two-dimensional vector line is expressed with truth disproportionate, generally target can be reached by several pixel, so adopt the visual effect that can reach expectation in this way by very little calculated amount.
6th step: Weighted Fusion is made in " the painted buffer zone of vector " and the painted buffer zone of former screen.
According to the visual characteristic of human eye, the observation of three-dimensional scenic is more clear when close together, fuzzyyer time distant.Therefore, the distance for line of vector distance observation point should consider the difference of rendering effect, avoids stiff laminating.
When finally merging screen pixels coloring effect, the depth buffer value of pixel is introduced as the weights influence factor, for the line of vector rendering result that distance is different gives height different fusion weights, for nearer pixel, the proportion of " vector is painted " is larger, for pixel far away, the proportion of " vector is painted " is less; In addition, for the line of vector wide more than a pixel, also can consider live width to be reduced to gradually 1 pixel along with the increasing of the degree of depth wide.The visual characteristic of human eye has been catered in this process, makes rendering result have distance perspective, more naturally.
In the whole realization flow of algorithm, the step relating to screen pixels calculating is a lot, if adopt single CPU serial computing, render time will be very very long.In view of the computation process of carrying out for each pixel in render process has homogeney and piecemeal, the operational efficiency of the account form boosting algorithm adopting GPU to walk abreast, therefore takes CPU+GPU heterogeneous schemas in system architecture.
The CPU+GPU Heterogeneous Computing mode that walks abreast gives full play to the advantage of CPU process complex logic problem, and the ability that GPU universal parallel calculates, and carries out parallel processing by carrying out rational piecemeal to screen space, significantly improves and plays up performance.Serial computing part is responsible for process by CPU, and with the initialization of data and scene, and complex logic computing is main.Comprise the loading of terrain data and vector data, the structure of Organization of Data and spatial index, the playing up of terrain scene, the response of man-machine interaction, color and the part such as the acquisition of depth buffer, the acquisition of camera transformation matrix.Parallel computation part is responsible for process by GPU, based on separate and the simple computation of substantial amounts and Logic judgment.Comprise the part such as fusion renewal of the detection of terrain profile Yan Hangkongqisudushiliangqianchuimian line, the calculating of screen pixels coverage, the painted judgement of pixel, live width process based on morphology operations, color gradient process, color buffer memory, almost containing all core calculations processes of this method, is also the main part of this method.

Claims (4)

1. a parallel laminating rendering intent for vector solid line and dimensional topography, is characterized in that, comprise the steps:
The first step: detect the terrain profile Yan Hangkongqisudushiliangqianchuimian line in rendering image, set up one " avoiding colored pixels table " for the pixel of erroneous judgement can be caused in its neighborhood, to not do painted amendment for the pixel in this table, the calculating in subsequent step or process are not all carried out for the pixel in this table;
Second step: for two-dimensional vector solid line sets up spatial index, to improve the judgement performance of spatial relationship in subsequent step;
3rd step: set up " a vector painted buffer zone " identical with screen size, with temporary vector coloring effect;
4th step: for each screen pixels be not included in " avoiding colored pixels table ", utilize space projection reverse calculation algorithms, obtain its coverage in vector plane, whether crossingly with certain two-dimensional vector solid line judge within the scope of this, as pixel exists crossing phenomenon with vector, then the color of this pixel in " the painted buffer zone of vector " is replaced with the color of this line of vector;
5th step: utilize morphological method to carry out live width setting to the Linear element in " the painted buffer zone of vector ";
6th step: Weighted Fusion is made in " the painted buffer zone of vector " and the painted buffer zone of former screen, and what pixel depth was less is colored as master with vector, and what pixel depth was larger is colored as master with former screen.
2. the parallel laminating rendering intent of vector solid line according to claim 1 and dimensional topography, is characterized in that,
The detection method of the terrain profile Yan Hangkongqisudushiliangqianchuimian line in the described first step and the method for building up of " avoiding colored pixels table " as follows:
(1.1) detective operators of tectonic landform outline line, carries out convolution algorithm by itself and image;
(1.2) the convolution algorithm result place location of pixels exceeding setting threshold value is labeled as outline line;
(1.3) outline line that one-row pixels point away from viewpoint direction is added " avoiding colored pixels table ".
3. the parallel laminating rendering intent of vector solid line according to claim 1 and dimensional topography, is characterized in that,
It is as follows that described second step is that vector solid line sets up the method for spatial index:
(2.1) vector solid line is resolved into line segment;
(2.2) spatial index of line segment aggregate is set up.
4. the parallel laminating rendering intent of vector solid line according to claim 1 and dimensional topography, is characterized in that,
In described 4th step the relation of pixel and two-dimensional vector solid line judge and " the painted buffer zone of vector " disposal route as follows:
(4.1) for pixel (i, j), with (i, j), (i, j+1), the screen coordinate of (i+1, j), (i+1, j+1) four pixels and depth value inverse obtain a quadrilateral space, the coverage of pixel (i, j) is represented with the drop shadow spread of this quadrilateral on two dimensional surface;
(4.2) pixel (i is utilized, j) coverage and two-dimensional vector solid line are made spatial relationship and are judged, coverage as pixel (i, j) is crossing with certain two-dimensional vector solid line, then replaced with the color of this line of vector by the color of this pixel in " the painted buffer zone of vector ";
(4.3) (4.1) to (4.2) step is repeated for all screen pixels not being included in " avoiding colored pixels table ".
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CN105023288A (en) * 2015-07-09 2015-11-04 南京大学 A method for eliminating visual errors of two-dimensional vector solid lines in a three-dimensional scene
CN108242076A (en) * 2016-12-25 2018-07-03 韦伯斯特生物官能(以色列)有限公司 The label of quadric Fast rendering and its profile
CN107564087A (en) * 2017-09-11 2018-01-09 南京大学 A kind of Three-D linear symbol rendering intent based on screen
CN107564087B (en) * 2017-09-11 2019-08-06 南京大学 A kind of Three-D linear symbol rendering method based on screen
CN109727255A (en) * 2018-11-29 2019-05-07 广东中达规谷地信科技有限公司 A kind of three-dimensional model building dividing method
CN109727255B (en) * 2018-11-29 2022-11-18 广东中达规谷地信科技有限公司 Building three-dimensional model segmentation method
CN109741436A (en) * 2018-12-04 2019-05-10 北京世纪高通科技有限公司 A kind of method and device rendering vector data
CN112184922A (en) * 2020-10-15 2021-01-05 洛阳众智软件科技股份有限公司 Fusion method, device and equipment of two-dimensional video and three-dimensional scene and storage medium
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CN116303260B (en) * 2023-05-19 2023-08-11 航天宏图信息技术股份有限公司 Buffer fusion parallel method and device based on R tree continuous index

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