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dc.contributor.authorChang, Hao-Hsinen_US
dc.identifier.citation[1] Peter Lindstrom, David Koller, William Ribarsky, Larry F. Hodges, Nick Faust, and Gregory A. Turner. “Real-Time, Continuous Level of Detail Rendering of Height Fields” ACM Siggraph 96, pp. 109-118, 1996, [2] Mark Duchaineau, Murray Wolinsky, David E. Sigeti, Mark C. Miller, Charles Aldrich, Mark B. Mineev-Weinstein. “ROAMing terrain: Real-time Optimally Adapting Meshes.” Proceedings Visualization’ 97, pp. 81-88, 1997. [3] M. C. Rivara, “A discussion on mixed (longest-side midpoint insertion) delaunay techniques for the triangulation refinement problem”, Proceedings of the 4th International Meshing Roundtable, pp. 335–346 ,1995. [4] Yotam Livny, Neta Sokolovsky, Tal Grinshpoun, Jihad El-Sana. “A GPU persistent grid mapping for terrain rendering,” The Visual Computer, vol. 24, pp. 139-153, 2008. [5] Edward Angel, Interactive computer graphics: A top-Down Approach Using OpenGL 3rd Ed., pp.494-497. [6] 冬陽 ”3D遊戲設計/基礎篇” pp. Ch11 1-8, 宸宇出版社 [7] Renato Pajarola , Enrico Gobbetti “Survey on Semi-Regular Multiresolution Models for Interactive Terrain Rendering”, The Visual Computer, vol. 23, pp. 583–605, 2007.zh_TW
dc.description.abstractGiven the high mobility of modern military units, fast and up-to-date intelligence gathering on enemy deployment and movement is paramount to successful military operation. To achieve this goal, surveillance video from unmanned aerial vehicle (UAV) has become an important intelligence source for frontline commands. To utilize the information collected from UAV, the videos must be integrated with other information in the whole campaign theater. The goal of this thesis is to write an application software which shows 3-D geographical map and allows users to shift, and rotate in the map. The software was implemented in OpenGL. In this thesis, we described the flow and architecture of the software and showed the images generated by the software.en_US
dc.description.tableofcontents誌謝 i 摘要 ii Abstract iii 目錄 iv 圖 目 錄 vi 第一章 緒論 1 1.1 簡介 1 1.2 論文架構 1 第二章 地形成像過程 2 2.1 決定網格範圍 2 2.2 網格的分割與合併 3 2.3 材質貼圖與成像 4 第三章 相關探討 5 3.1 Real-Time, Continuous Level of Detail Rendering of Height Fields 5 3.2 Real-Time Optimal Adaptive Meshes 6 3.3 Persistent Grid Mapping 8 第四章 地形成像系統 9 4.1 成像的類別 9 4.1.1 DynamicCamera 10 4.1.2 RImage 14 4.1.3 RTexture 16 4.1.4 Terrain 18 4.1.5 IOFile 27 4.2 地形重建流程 29 4.2.1 Initialization 30 4.2.2 SetParameter & SetTexture 30 4.2.3 BuildTerrain 30 4.2.4 Render 31 第五章 結果 32 第六章 結論與未來展望 33 參考文獻 34zh_TW
dc.subjectUnmanned Aerial Vehicleen_US
dc.subject3-D Geographical Mapen_US
dc.titleRendering of 3-D Geographical Mapen_US
dc.typeThesis and Dissertationzh_TW
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item.openairetypeThesis and Dissertation-
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