A method for weakening three-dimensional local terrain protrusions based on WebGL

By using a WebGL-based 3D local terrain protrusion weakening method, and leveraging mesh loading and vertex height adjustment, the problems of deformation caused by terrain stretching and scaling and complex terrain fusion processing in GIS technology are solved, achieving improved flexibility and distortion-free visual effects.

CN121095496BActive Publication Date: 2026-06-26WUHAN GUO YAO XIN TIAN DI INFORMATION TECH CO LTD
2 Cites 0 Cited by

Patent Information

Application Number
CN202511295363.7
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2025-09-11
Publication Date
2026-06-26
Estimated Expiration
2045-09-11

AI Technical Summary

Technical Problem

Existing GIS technologies suffer from poor visual effects and inconvenient operation when loading local high-precision terrain. Terrain stretching and scaling can cause deformation, while terrain fusion processing is complex and lacks flexibility.

Method used

Using a WebGL-based approach, terrain data is loaded as a mesh, vertex data is compressed using zig-zag encoding, vertex heights are adjusted, and the Delaunay triangulation is reconstructed. The terrain is rendered in real time, and terrain details are dynamically adjusted to reduce local protrusions.

Benefits of technology

It achieves flexible reduction of local terrain protrusions without deformation, improving visual effects and ease of operation, reducing manual processing steps, and improving processing efficiency.

✦ Generated by Eureka AI based on patent content.
Patent Text Reader

Abstract

The application relates to a WebGL-based three-dimensional local terrain protrusion weakening method, and belongs to the technical field of computer graphics visualization, which comprises terrain grid loading, loading terrain data in the form of a grid into a scene in a WebGL rendering engine, storing information in the form of a.terrain format binary file, then performing grid analysis, loading block terrain data according to a terrain level of detail strategy, analyzing terrain data, loading and analyzing downloaded binary file data according to terrain grid levels and row and column numbers, compressing the data by using a zig-zag coding method, then performing vertex height dynamic adjustment, and finally performing terrain triangular net reconstruction. The WebGL-based three-dimensional local terrain protrusion weakening method can weaken terrain protrusion problems by modifying the vertex elevation of a terrain data-free area, does not cause distortion of local high-precision terrain and models in a scene, can weaken terrain cliff problems existing in three-dimensional local terrain protrusions, and does not deform the terrain and models in the scene.
Need to check novelty before this filing date? Find Prior Art