{'fraction_non_alphanumeric': 0.01557285873192436, 'fraction_numerical': 0.002224694104560623, 'mean_word_length': 4.555555555555555, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Study on 3D terrain section based on OpenGL

The generation of 3D realistic terrain has always been a worth studying topic in the field of Computer Graphics. In order to study the three-dimensional terrain section more efficiently, we have used the opengl container class to build a three-dimensional terrain and compared it with the one built in the ordinary way. But the method mentioned above would draw some useless triangles while drawing the section. So, we propose a method of section drawing based on valid points. Firstly, we search for the position of valid points and the invalid points, and then we cover the index of invalid points with the ending point or starting point of the valid surface. Finally, we draw the terrain section base on the valid points we get. The experimental result shows that the method is much more efficient and the cross section we draw is correctly displayed.