From viewpoint that the hardware and the software of special 3D terrain system must be designed by ourselves, we discuss the architecture,key techniques and their realization of a typical high speed 3D terrain system in this paper. First of all we select high speed processor INTEL i860 as kernel of the system. Then we design a special unit called' allocating tree' to solve the contention and bottleneck problem caused by mutil-tunnel outputs. Thirdly,we realize the hardware Z-buffer algorithm,by which visible surface determination can be sped. Lastly,we use mutil-frame buffer technique to support high refresh of mutil tunnels and mutil drawing bodies.
Reference
Related
Cited by
Get Citation
Hao Jianxin, Cai Xuanping, Sun Maoyin. Hierarchy of High Speed 3D Terrain Display[J]. Journal of National University of Defense Technology,1994,16(3):19-24.