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A GPU based approach for large scale terrain-rendering

机译:基于GPU的大规模地形渲染方法

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Formerly,terrain-rendering techniques for large scale scene use the method of CPU based LOD (Level Of Detail,render detailed triangles near the camera and rough triangles far from the camera) to decrease the number of triangles sent to the Graphics Card.As a result,the load on Graphics Card is decreased,but the calculations done by the CPU is increased.However,it's not a good idea for the modern GPU Architecture.The GPU is parallel in structure,so it is suitable for doing many calculations at one time.The modern GPU can render millions of triangles per second,so sometimes the bottleneck of terrainrendering is the CPU capacity.This paper propose a more flexible GPU based terrain-rendering algorithm based on Asirvatham and Hoppe's work |2].
机译:以前,用于大规模场景的地形渲染技术使用基于CPU的LOD(细节水平,渲染相机附近的详细三角形以及远离相机的粗糙三角形)来减少发送到显卡的三角形数量.A结果,图形卡上的负载减少,但CPU的计算增加了。然而,对于现代GPU架构来说并不是一个好主意。GPU在结构中平行,因此它适用于一个时间。现代GPU每秒呈现数百万个三角形,所以有时地形趋势的瓶颈是CPU能力。本文提出了一种基于Asirvatham和Hoppe工作的基于GPU的地形渲染算法2]。

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