首页> 外文会议>IEEE Conference on Industrial Electronics and Applications;ICIEA 2009 >Real-time rendering of large-scale terrain based on GPU
【24h】

Real-time rendering of large-scale terrain based on GPU

机译:基于GPU的大规模地形实时渲染

获取原文

摘要

For efficient visualization, storage and management of massive datasets in current large-scale terrain rendering system, a real-time rendering algorithm of large-scale terrain based on GPU (graphic processing unit) is proposed. The algorithm is an out-of-core supported aggregated LOD (level of detail) rendering method and focuses on the use of GPUs' ability in the computation and programmability. The two-ratio filtering simplification method and quadtree-based chunk hierarchy are used to generate a simple and regular chunk structure for view-dependent LOD visualization. Based on this structure, a GPU-oriented data compression strategy is given for reducing data transfer bandwidth and storage consumption; a template-based triangle stripification method is used for optimizing visualization efficiency and generating a conforming terrain without cracks. Besides the management strategy of massive datasets which is based on a two-level caching mechanism makes the algorithm breakthrough the hardware limitation and realize the out-of-core rendering. During the typical fly-over for large-scale datasets, a very high frame rate can be guaranteed by the algorithm.
机译:为了有效地对当前大规模地形渲染系统中的海量数据集进行可视化,存储和管理,提出了一种基于GPU(图形处理单元)的大规模地形实时渲染算法。该算法是内核外支持的汇总LOD(详细程度)渲染方法,着重于GPU在计算和可编程性方面的功能。两比率过滤简化方法和基于四叉树的块层次结构用于生成简单且规则的块结构,以实现与视图相关的LOD可视化。基于这种结构,给出了一种面向GPU的数据压缩策略,以减少数据传输带宽和存储消耗。基于模板的三角剥离方法用于优化可视化效率并生成没有裂缝的贴合地形。除了基于两级缓存机制的海量数据集管理策略之外,该算法还突破了硬件限制并实现了核外渲染。在大型数据集的典型飞越过程中,该算法可以保证很高的帧速率。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号