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distance of view point. Given that the distance of view<br />

point was increasing, the vector textures need to become<br />

thicker from the level of L to L+1. The L level is “OUT”<br />

stage, and the L+1 level is “IN” stage. Conversely, when<br />

the point of view gradually decreases, the vector texture<br />

become thinner from L level to L-1 level, the L level is<br />

called “OUT” stage, while the L-1 level called “IN”. As<br />

shown in Fig. 3<br />

B. The determination of target sub-block visibility<br />

For the view point, most domains of the terrain are<br />

invisible, so cutting off that before rendering to accelerate<br />

the speed of terrain rendering. The four tree node consist<br />

of one three-dimensional bounding box which contains<br />

all of its own sub-tree ,its leaf nodes is an actual drawing<br />

of the block bounding box and adjacent to the Terrain<br />

area block of the bounding box. If the leaf nodes of the<br />

bounding box are located partially or entirely within the<br />

visual, then this terrain block can be marked as visible.<br />

Traverse the entire four-node-tree, cutting and processing<br />

from the root, Each block will be marked as visible or not<br />

visible, thus can obtained a collection of plots which<br />

should be rendered.<br />

Target sub-block search in fact accompanied by<br />

resolution of search. If adopt one resolution, then only<br />

related to the regional level search and domain search.<br />

For the use of View-dependent multi-resolution terrain<br />

visualization techniques to simplify the system, Require<br />

different regions corresponding to different resolution<br />

topographic data. Therefore, in sub-block search process<br />

needs resolution test. Fig. 4 is Resolution requirements<br />

for topographic block diagram, the white rectangle that<br />

intersects with the view frustum and the need to<br />

participate in the sub-block data Terrain Rendering, The<br />

smaller rectangular block that higher the resolution<br />

First, determine whether the topography of the region<br />

can be seen that within the data. Testing and visible<br />

regions of the top-level sub-block overlap is to meet the<br />

resolution requirements, if met, will continue to test subbranch<br />

block, until the search out all the requirements to<br />

meet the resolution of sub-blocks. Algorithm steps<br />

described as follows:<br />

[1] Judge whether the Regional and topographic data can<br />

be seen overlapping or not, If the overlap, then enter<br />

the Step 2, otherwise the end.<br />

[2] One by one to judge whether the block to meet the<br />

resolution of top-level requirements, if met, will<br />

insert it into the draw list, or a branch of its four subblocks<br />

A, inserted into the test list.<br />

[3] Judge whether the list is empty, if empty, the<br />

algorithm ended, or else turn to Step 4.<br />

[4] One by one to judge whether the list one by one in<br />

the sub-block is overlapped with the visible region, if<br />

the overlap will insert it into the test list B, otherwise<br />

discard them.<br />

[5] Clear the test list.<br />

[6] Test one by one to determine whether the sub-block<br />

in list B is to meet the resolution requirement, if met,<br />

will insert it into the draw list, or a branch of its four<br />

sub-blocks A, inserted into the test list.<br />

[7] Clear test list B, enter step 2.<br />

When overlapping test, As long as the four corners of<br />

points in the block at any point in the visible region, It<br />

means that the sub-block overlap with the visible region.<br />

For the resolution test, first, calculate the goal resolution<br />

of the four corners, If the goal resolution values of the<br />

four corners are greater than or equal to which in the<br />

pyramid layer.<br />

Ⅴ. EXPERIMENT<br />

Based on the study above, this paper presents the<br />

vector data in three-dimensional terrain visualization,<br />

Experimental results are shown in follow Figure. Fig. 5<br />

does not contain the vector data for the three-dimensional<br />

scene, Fig. 6 for the vector data contained in the same<br />

area of the three-dimensional scene. From the two<br />

Figures, we can see that the vector data lines can be<br />

drawn high-quality and clearly. From Fig. 6, we can see<br />

that the path line (yellow line) of vector graphics and<br />

which in remote sensing images accurate overlap, and<br />

Always tightly attached to the surface of the earth.<br />

Roaming, amplifying or minifying the scene, vector lines<br />

will not change with the terrain changes. This is<br />

consistent with the characteristics of vector graphics.<br />

In our experiment, we choose terrain elevation and<br />

remote sensing image data in Hangzhou, Zhejiang<br />

Province as the main data. The centre of the coordinate is<br />

located at 30.301ºE, 120.231ºN. The bounds are<br />

29.7513ºE ~31.2358ºE and 119.8352ºN~121.3525º N.<br />

Image texture data: a region-wide multi-resolution<br />

remote sensing image data with the amount of 113.25MB;<br />

DEM data: SRTM region-wide multi-resolution<br />

elevation data with the amount of 23.905MB.<br />

We use the vector data in the urban area, Hangzhou,<br />

Zhejiang Province. The centre of the coordinate is located<br />

Figure 4. Resolution demand of target-blocking<br />

Figure 5. Terrain effects chart comparison with non-vector data (left)and invector<br />

data(right)<br />

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