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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,用于大型场景的地形渲染技术使用基于CPU的LOD(详细程度,在摄像机附近渲染详细三角形,在远离摄像机的位置渲染粗糙三角形)的方法来减少发送到图形卡的三角形的数量。结果,图形卡上的负载减少了,但CPU进行的计算却增加了。但是,对于现代GPU架构而言,这不是一个好主意。GPU是并行结构的,因此它适合一次进行许多计算现代GPU每秒可以渲染数百万个三角形,因此有时地形渲染的瓶颈是CPU容量。本文基于Asirvatham和Hoppe的工作[2]提出了一种更灵活的基于GPU的地形渲染算法。

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