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A Method of Earth Terrain Tessellation on the GPU for Space Simulators

机译:一种用于空间模拟器的GPU上的地球地形细分方法

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摘要

This paper presents a new distributed method for virtual Earth terrain tessellation on a graphics processing unit (GPU) for space simulator complexes. The method operates in real time in multi-object virtual scenes comprising up to two million polygons. A polygonal terrain model is constructed using triangle patches of different levels of detail on graphics cards with programmable tessellation. Patches of the same level of detail are calculated entirely on the GPU, in parallel and independently, by using a developed shader program written in the OpenGL Shading Language (GLSL). This paper also describes a patch extraction algorithm for visible Earth surface rendering and an algorithm for correcting the barycentric coordinates of tessellated patch vertices that allows triangles in the terrain model to be docked without geometric discontinuities. Based on the distributed methods and algorithms developed, a program complex for virtual Earth surface visualization was created and successfully tested. The proposed solution can also be employed in virtual environment systems, virtual labs, educational geo-applications, etc.
机译:本文提出了一种新的分布式方法,用于在空间模拟器综合体的图形处理单元(GPU)上进行虚拟地球地形细分。该方法在包括多达两百万个多边形的多对象虚拟场景中实时操作。在具有可编程细分的图形卡上,使用不同细节级别的三角形补丁构建多边形地形模型。通过使用以OpenGL着色语言(GLSL)编写的已开发着色器程序,完全并行地和独立地在GPU上完全计算出具有相同详细程度的补丁。本文还介绍了用于可见地球表面渲染的面片提取算法,以及一种用于修正棋盘形面片顶点重心坐标的算法,该算法允许对接地形模型中的三角形而不会出现几何中断。基于开发的分布式方法和算法,创建并成功测试了用于虚拟地球表面可视化的复杂程序。提出的解决方案也可以在虚拟环境系统,虚拟实验室,教育性地理应用程序等中使用。

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  • 来源
    《Programming and Computer Software》 |2017年第4期|243-249|共7页
  • 作者单位

    Russian Acad Sci, Sci Res Inst Syst Anal, Nakhimovskii Pr 36-1, Moscow 117218, Russia;

    Russian Acad Sci, Sci Res Inst Syst Anal, Nakhimovskii Pr 36-1, Moscow 117218, Russia;

    Russian Acad Sci, Sci Res Inst Syst Anal, Nakhimovskii Pr 36-1, Moscow 117218, Russia;

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