摘要
在分析GPU并行计算特点的基础上,提出并实现了基于GPU编程的地形纹理快速渲染方法,其核心是用GPU编程对地形纹理图像进行快速解压.与传统渲染流程不同,该方法首先把压缩纹理图像传输到图形卡中,然后通过GPU编程实现对压缩图像解压的硬件加速,从而解决了海量纹理数据存储、传输带宽以及解压速度等一系列问题.实验结果表明基于GPU编程的地形纹理快速渲染方法在虚拟场景的渲染速度方面优势明显,并且随着地形纹理图像分辨率的增大这种优势体现得更加充分.
Present a fast rendering method for terrain texture images which is based on the analysis of the GPU parallel computation. The core of this method is fast terrain texture decompression based on GPU programming. First the compressed texture images are transferred to graphic card. Second, we implement the hardware-accelerated decompression through GPU programming. Thus, the problems of the huge amount of texture images in storage, bandwidth and decompression would he resolved. The experiment results show that this rendering method would promote the rendering rate of virtual scenes. Moreover, the experiment results also prove that the lager the images' resolution are the more distinct the advantage of rending rate is.
出处
《小型微型计算机系统》
CSCD
北大核心
2009年第4期766-769,共4页
Journal of Chinese Computer Systems
基金
国家自然科学基金项目(60773023)资助
中国博士后科学基金项目(20070410977)资助
关键词
GPU
图像压缩
小波变换
大规模地形
GPU
image compression
wavelet transform
large scale terrain