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SYSTEM AND METHOD FOR ASYNCHRONOUS CONTINUOUS-LEVEL-OF-DETAIL TEXTURE MAPPING FOR LARGE-SCALE TERRAIN RENDERING

机译:大规模地形渲染中的连续连续细节纹理映射的系统和方法

摘要

A multi-resolution texture mapping system suitable for large scale terrain rendering using commodity graphics processing units (GPU). The GPU vertex and fragment shaders are used to implement the clip-mapping functionality. The terrain texture is represented by a combination of a mip-map and a multi-level clip-map having independent origins and off-set values. The independent clip-map levels may be independently updated. The offset values allow the origins to be associated with a reference point in a scene to be rendered. The desired clip-map level to be used to render a particular fragment may be determined using the base 2 logarithm of the maximum screen-space derivative of the source texture required by the terrain geometry to be drawn. If the desired clip-map level is non-integer and lies between two clip-map levels, appropriate texel data is created by interpolating between the bounding clip-map levels. This interpolation allows a multi-resolution texture mapping to be displayed.
机译:一种多分辨率纹理映射系统,适用于使用商品图形处理单元(GPU)进行大规模地形渲染。 GPU顶点和片段着色器用于实现片段映射功能。地形纹理由具有独立原点和偏移值的mip贴图和多级剪切贴图的组合表示。独立的剪辑图级别可以被独立地更新。偏移值允许原点与要渲染的场景中的参考点关联。可以使用要绘制的地形几何体所需的源纹理的最大屏幕空间导数的以2为底的对数来确定要用于渲染特定片段的所需剪辑图级别。如果所需的剪贴图级别不是整数,并且位于两个剪贴图级别之间,则通过在边界剪贴图级别之间进行插值来创建适当的纹理像素数据。该插值允许显示多分辨率纹理映射。

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