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An Adaptive Large-Scale Terrain Rendering Method with CUDA

机译:CUDA的自适应大规模地形渲染方法

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In traditional view-dependent rendering technique of the large-scale terrain, the mesh level of the terrain is usually only decided by the distance between this terrain mesh and the eye point. But in some sharp region, terrain mesh is stretched a lot and brings the mapping distortion problems, which affect the visual effect of virtual scene. To overcome this problem, we propose an Adaptive Terrain Rendering Texture scheduling method using NVIDIA CUDA. We first calculate the gradient of every terrain mesh, if the gradient value is large enough, the top-left vertex of the square mesh is labeled, which indicates that we should change the original texture to our improved texture on the process of rendering. By implementing this method with CUDA thread block to schedule large scale terrain data in parallel can fast and accurately ascertains the excessive gradient region. Experimental result shows that our adaptive method finely enhances the fidelity of the virtual terrain and improves the rendering speed.
机译:在大范围地形的传统基于视图的渲染技术中,地形的网格级别通常仅由该地形网格与视点之间的距离决定。但是在一些尖锐的区域中,地形网格被拉伸很多,并带来了映射失真的问题,从而影响了虚拟场景的视觉效果。为解决此问题,我们提出了使用NVIDIA CUDA的自适应地形渲染纹理调度方法。我们首先计算每个地形网格的梯度,如果梯度值足够大,则将标记正方形网格的左上角顶点,这表明在渲染过程中应将原始纹理更改为改进的纹理。通过使用CUDA线程块实现此方法以并行调度大型地形数据,可以快速而准确地确定过多的坡度区域。实验结果表明,我们的自适应方法可以很好地增强虚拟地形的保真度并提高渲染速度。

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