【24h】

A Large-Scale Terrain Rendering Method With GPU-Based Geometry Compression

机译:基于GPU的几何压缩的大规模地形渲染方法

获取原文

摘要

We present a large-scale terrain rendering method, which is based on restricted quadtree meshes. The error metric method corresponds to parallel computing requires, and processes the error metric and triangulation by GPU, to improve the rending efficiency of image hardware, and save the running time of CPU. For large terrain data, terrain data are compressed and stored in special method, and dynamically transmitted to graphic hardware according to rendering demand, and decoded by GPU too. Our compression method significantly reduces bandwidth requirements that is the bottleneck of terrain rendering.
机译:我们提出了一种基于受限四叉树网格的大规模地形渲染方法。误差度量方法与并行计算需求相对应,并通过GPU处理误差度量和三角剖分,以提高图像硬件的输出效率,并节省CPU的运行时间。对于较大的地形数据,地形数据将以特殊的方法进行压缩和存储,并根据渲染需求动态传输到图形硬件,并由GPU进行解码。我们的压缩方法大大降低了带宽需求,而带宽需求是地形渲染的瓶颈。

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