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Geometry clipmaps: Terrain rendering using nested regular grids

机译:几何剪贴图:使用嵌套的规则网格进行地形渲染

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摘要

Rendering throughput has reached a level that enables a novel approach to level-of-detail (LOD) control in terrain rendering. We introduce the geometry clipmap, which caches the terrain in a set of nested regular grids centered about the viewer. The grids are stored as vertex buffers in fast video memory, and are incrementally refilled as the viewpoint moves. This simple framework provides visual continuity, uniform frame rate, complexity throttling, and graceful degradation. Moreover it allows two new exciting real-time functionalities: decompression and synthesis. Our main dataset is a 40GB height map of the United States. A compressed image pyramid reduces the size by a remarkable factor of 100, so that it fits entirely in memory. This compressed data also contributes normal maps for shading. As the viewer approaches the surface, we synthesize grid levels finer than the stored terrain using fractal noise displacement. Decompression, synthesis, and normal-map computations are incremental, thereby allowing interactive flight at 60 frames/sec.
机译:渲染吞吐量已达到可在地形渲染中采用新颖方法进行细节水平(LOD)控制的水平。我们介绍了几何剪贴图,它会将地形缓存在以观察者为中心的一组嵌套规则网格中。网格作为顶点缓冲区存储在快速视频存储器中,并随着视点的移动而递增地重新填充。这个简单的框架提供了视觉上的连续性,统一的帧速率,节流的复杂性和平滑的降级。此外,它允许两个新的令人兴奋的实时功能:解压缩和合成。我们的主要数据集是美国的40GB高度图。压缩的图像金字塔将大小减小了100倍,因此完全适合内存。此压缩数据还有助于着色的法线贴图。当观察者接近地面时,我们使用分形噪声位移来合成比存储的地形更精细的栅格级别。解压缩,合成和法线贴图计算是递增的,从而允许以60帧/秒的速度进行交互式飞行。

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