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Seamless Patches for GPU-Based Terrain Rendering

机译:用于基于GPU的地形渲染的无缝补丁

摘要

In this paper we present a novel approach for interactive rendering of large terrain datasets which is based onsubdividing the terrain into rectangular patches at different resolutions. Each patch is represented by fourtriangular tiles which can be at different resolutions; and four strips which are used to stitch the four tiles in aseamless manner. As a result, our scheme maintains resolution changes within patches and not across patches.At runtime, the terrain patches are used to construct a level of detail based on view-parameters. The selectedlevel of detail only includes the layout of the patches and the resolutions at boundary edges. Since adjacentpatches agree on the resolution of common edges, the resulted mesh does not include any cracks or degeneratetriangles. The GPU generates the meshes of the patches by using scaled instances of cached tiles andassigning elevation for each vertex from the cached textures. Our algorithm manages to achieve qualityimages at high frame rates while providing seamless transition between different levels of detail.
机译:在本文中,我们提出了一种新颖的交互式渲染大型地形数据集的方法,该方法基于将地形细分为不同分辨率的矩形块。每个面片由四个三角形的图块表示,这些图块可以具有不同的分辨率。以及四个条,用于以无缝的方式缝合四个瓷砖。结果,我们的方案可以在补丁内而不是在补丁之间保持分辨率变化。在运行时,terrain补丁用于基于视图参数构造细节级别。选定的详细程度仅包括补丁的布局和边界边缘的分辨率。由于相邻的面片在共同边缘的分辨率上达成共识,因此生成的网格不包含任何裂纹或退化的三角形。 GPU通过使用缩放后的图块实例以及从缓存纹理为每个顶点分配高程来生成补丁的网格。我们的算法设法在高帧频下获得高质量图像,同时在不同细节级别之间提供无缝过渡。

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