首页 | 本学科首页   官方微博 | 高级检索  
   检索      

高速三维地形显示系统的体系结构
引用本文:郝建新,蔡宣平,孙茂印.高速三维地形显示系统的体系结构[J].国防科技大学学报,1994,16(3):19-24.
作者姓名:郝建新  蔡宣平  孙茂印
作者单位:国防科技大学电子技术系
摘    要:从自行设计的专用三维地形显示的硬件和软件系统的观点出发,讨论了高速三维地形显示系统的体系结构、关键技术及其实现方法。以新一代的高速处理器INTELi860为核心,采用分配树技术,解决多路并行输出产生的竞争和瓶颈问题;实现Z-缓冲硬件算法,提高系统的图形消隐速度;设计多帧存体结构,支持多通道、多画面信息的快速显示。

关 键 词:高速处理,体系结构,分配树,瓶颈,消隐
收稿时间:1993/12/5 0:00:00

Hierarchy of High Speed 3D Terrain Display
Hao Jianxin,Cai Xuanping and Sun Maoyin.Hierarchy of High Speed 3D Terrain Display[J].Journal of National University of Defense Technology,1994,16(3):19-24.
Authors:Hao Jianxin  Cai Xuanping and Sun Maoyin
Institution:Department of Electronic Technology
Abstract: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 mutiltunnel 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.
Keywords:ss:high speed processing  architecture  allocating tree  bottleneck  hidden surface removing
本文献已被 CNKI 等数据库收录!
点击此处可从《国防科技大学学报》浏览原始摘要信息
点击此处可从《国防科技大学学报》下载免费的PDF全文
设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号