期刊文献+

虚拟超大纹理的设计与实现

Design and Implements of Virtual Huge Texture
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摘要 随着民用和军用的仿真系统和C&C系统的发展,在很多情况下,实时渲染的地形都需要使用巨量图像数据作为纹理。但是这类图像数据量巨大,无法全部载入显存,甚至无法全部载入内存。提出一种基于多分辨率纹理和视点相关的缓存和映射策略的超大虚拟纹理技术来解决这个问题。在缓存调度过程中,该算法充分利用了硬件的传输能力来节约带宽,用户可以像使用普通OpenGL纹理一样使用该超大虚拟纹理,虚拟纹理对于他们完全是透明的。该算法使用的纹理数据的大小仅受到硬件容量和浮点数精度的限制,并且运行效率与使用普通纹理相差不大。 With the evolution of civil and military simulation and C&C system, in many cases we need to real-timely render terrains with huge texture which is too large to fit into video memory. We present a new virtual huge texture management technique to resolve the problem. This algorithm is based multi-resolution representation of texture and view-point dependent cache and paging strategy. During the paging process, we fully make use of hardware' s texture transform ability to save bandwidth consumption, another advantage of this algorithm is that, the user can use this virtual texture as an ordinary texture OpenGL texture, the paging operation is totally transparent. The dimension of texture is only restricted by hard storage capacity and floating point bit depth, while the efficiency is comparable to small size hardware texturing.
出处 《四川大学学报(工程科学版)》 EI CAS CSCD 北大核心 2006年第6期114-118,共5页 Journal of Sichuan University (Engineering Science Edition)
基金 国家自然科学基金资助项目(60303034)
关键词 虚拟纹理 地形可视化 纹理缓存 virtual texture terrain visualization texture cache
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参考文献12

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