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Dual-cache Structure Based Large Scale Texture Mapping for Real-time Terrain Rendering

机译:基于双高速缓存结构的实时地形渲染的大规模纹理映射

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There are two key problems in efficient large scale texture mapping for terrain rendering?? efficient data organization and real time data updating in memory. In order to solve these problems, in this paper we propose a quadtree based indexing method to organize multi-resolution images and to fast retrieve data from disk; For memory updating, we present a real time dual-cache structure based updating method, which effectively reduces the frequency of data refresh. We also innovatively use a wavelet image enhancement algorithm to enhance original terrain texture, which obtain richer edge information and give us a more realistic effect in terrain rendering. Through the analysis of storage efficiency and rendering speed of our experiment, this dual-cache structure based method solves rendering speed and memory limit problems perfectly.
机译:有效的大规模纹理映射有两个关键问题,用于地形渲染??高效的数据组织和内存中的实时数据更新。为了解决这些问题,在本文中,我们提出了一种基于四叉树的索引方法来组织多分辨率图像并从磁盘快速检索数据;对于内存更新,我们呈现了一种基于实时的双高速缓存结构的更新方法,其有效地降低了数据刷新的频率。我们还创新了利用小波图像增强算法来增强原始地形纹理,从而获得更丰富的边缘信息,并在地形渲染中给了我们更现实的效果。通过分析储存效率和我们的实验渲染速度,基于双高速缓存结构的方法解决了渲染速度和内存极限问题。

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