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An efficient method for rendering linear symbols on 3D terrain using a shader language

机译:使用着色器语言在3D地形上渲染线性符号的有效方法

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With the extensive application of virtual geographic environments and the rapid development of 3D visualization analysis, the rendering of complex vector lines has attracted significant attention. Although there are many rendering algorithms in 3D geographic information system (GIS), they are not sufficiently flexible to meet the requirements for rendering linear symbols composed of diverse colors and shapes. However, the interactive rendering of a scene and the accuracy of the symbols are important components for large-scale, complex vector lines. In this paper, we propose a graphics processing unit (GPU)-accelerated algorithm for rendering linear symbols on 3D terrain. Symbol rendering is embedded within the terrain-rendering process, and vector lines are encoded in a 3D texture and then transferred to the GPU. A set of visual properties are used to enrich the expression of symbols with the help of geometric operations in the fragment shader. A series of experiments demonstrate that the proposed method can be utilized for drawing various pixel-exact linear symbols and can achieve real-time rendering efficiency.
机译:随着虚拟地理环境的广泛应用以及3D可视化分析的迅速发展,复杂矢量线的绘制备受关注。尽管3D地理信息系统(GIS)中存在许多渲染算法,但它们的灵活性不足以满足渲染各种颜色和形状的线性符号的要求。但是,场景的交互式渲染和符号的准确性是大规模,复杂矢量线的重要组成部分。在本文中,我们提出了一种图形处理单元(GPU)加速算法,用于在3D地形上渲染线性符号。将符号渲染嵌入到地形渲染过程中,并将矢量线编码为3D纹理,然后将其传输到GPU。借助一组视觉属性,借助片段着色器中的几何运算来丰富符号的表达。一系列实验表明,该方法可用于绘制各种像素精确的线性符号,并可以实现实时渲染效率。

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