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Multi-resolution terrain rendering with GPU tessellation

机译:使用GPU细分进行多分辨率地形渲染

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GPU tessellation is very efficient and is reshaping the terrain-rendering paradigm. We present a novel terrain-rendering algorithm based on GPU tessellation. The planar domain of the terrain is partitioned into a set of tiles, and a coarse-grained quadtree is constructed for each tile using a screen-space error metric. Then, each node of the quadtree is input to the GPU pipeline together with its own tessellation factors. The nodes are tessellated and the vertices of the tessellated mesh are displaced by filtering the displacement maps. The multi-resolution scheme is designed to optimize the use of GPU tessellation. Further, it accepts not only height maps but also geometry images, which displace more vertices toward the higher curvature feature parts of the terrain surface such that the surface detail can be well reconstructed with a small number of vertices. The efficiency of the proposed method is proven through experiments on large terrain models. When the screen-space error threshold is set to a pixel, a terrain surface tessellated into 8.5 M triangles is rendered at 110 fps on commodity PCs.
机译:GPU细分非常有效,并且正在重塑地形渲染范例。我们提出了一种基于GPU细分的新颖的地形渲染算法。将地形的平面域划分为一组图块,并使用屏幕空间误差度量为每个图块构造一个粗糙的四叉树。然后,将四叉树的每个节点及其自己的细分因子输入到GPU管线。通过过滤位移图来对节点进行棋盘格化,并对棋盘格网格的顶点进行位移。多分辨率方案旨在优化GPU细分的使用。此外,它不仅接受高度图,还接受几何图像,该几何图像将更多的顶点移向地形表面的较高曲率特征部分,从而可以用少量的顶点很好地重建表面细节。通过在大型地形模型上进行的实验证明了该方法的有效性。当屏幕空间错误阈值设置为像素时,在商用PC上以110 fps渲染细分为8.5 M三角形的地形表面。

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