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GitHub - engelsjk/gmartini: A Go port of Martini for RTIN terrain …
A Go port of the RTIN terrain mesh generator mapbox/martini by mourner. Additional info on martini can be found at the Observable notebook, "MARTINI: Real-Time RTIN Terrain Mesh", written by mourner. Original algorithm based on the paper "Right-Triangulated Irregular Networks" by Will Evans et. al. (1997).
A JavaScript library for real-time RTIN terrain mesh generation
// set up mesh generator for a certain 2^k+1 grid size const martini = new Martini (257); // generate RTIN hierarchy from terrain data (an array of size^2 length) const tile = martini. …
GitHub - kylebarron/pymartini: A Cython port of Martini for fast RTIN …
A Cython port of Martini for fast RTIN terrain mesh generation, 2-3x faster than Martini in Node. The only dependency is Numpy. A wireframe rendering of the Grand Canyon.
推荐文章: 探索地形的魔法石 —— MARTINI 实时地形网格生成库 …
2024年8月28日 · MARTINI基于1997年Will Evans等人提出的RTIN(右三角不规则网络)理论,并加以改良。 它通过高效的算法,确保了即使在高分辨率的地形数据上也能迅速计算,实现在毫秒级内构建出地形的三角网格。
Mapbox 官方工程师 3D 地图开发日志曝光 “地图不再是平的” - 知乎
2019年9月20日 · 这基于一篇已有 22 年历史的论文 —— Right-Triangulated Irregular Networks(RTIN)。 我们进行了算法的改进,并称其为 MARTINI - Mapbox’s Awesome Right-Triangulated Irregular Networks。
推荐:MARTINI - 实时地形网格生成库 - CSDN博客
2024年5月19日 · martini A JavaScript library for real-time RTIN terrain mesh generation 项目地址:https://gitcode.com/gh_mirrors/mar/martini. 1、项目介绍. MARTINI是Mapbox推出的实验性JavaScript库,全称是Mapbox的出色右三角不规则网络,改进版(Mapbox's Awesome Right-Triangulated Irregular Networks, Improved)。它的核心 ...
What is RTIN, which builds hierarchical LOD in real time?
2024年11月20日 · What is Right-Triangulated Irregular Networks (RTIN)? This algorithm is used to efficiently render terrain. Each tile and its terrain are represented as squares.
地形四叉树与RTIN压缩技术解析 - CSDN文库
2024年11月26日 · 本文件集涉及的地形四叉树(quadtree)和RTIN(Run-Time Incremental Node)技术是实现这一目标的关键技术手段。 四叉树作为一种有效的数据结构,常被用于管理二维空间数据,而将其应用在地形渲染中,可以极大地优化计算资源和内存消耗,实现地形的渐进式 …
MARTINI: Real-Time RTIN Terrain Mesh - Observable
2023年10月26日 · To render terrain in 3D, you need a triangular mesh — a set of 3D triangles representing the surface. The easiest way to get one from height data is a uniform grid (two triangles per pixel), but that's a lot of triangles. For fast rendering, we want to reduce this amount by adapting the mesh to the surface — using bigger triangles in relatively smooth areas, and smaller ones where ...
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