摘要
大规模地形渲染技术一直是计算机图形学研究的热点问题之一。在总结现有算法的基础上,提出了一种基于现代GPU和Geometry Clipmap的地形渲染算法。应用了类似于几何剪切图的数据结构来提高算法的运行速度,改进了视相关裁剪和法线混合方法,同时用棱锥纹理解决大块纹理不能一次载入内存的问题。实验结果表明了改进方法的可行性和有效性。
The large scale terrain rendering has been a hot issue in the Computer Graphics research field: A new algorithm was pro-posed that through researching the traditional algorithm based on GPU. This paper improves view dependent geometry clipmaps and normal blending, a regular nested grids which likes geometry clipmaps is used to speed up. In addition, an external texture memory support is provided to enable the rendering of terrains that exceed the size of texture memory. We also performed a comparative analysis with other terrain rendering techniques. The experimental results show that the proposed algorithm is feasible and efficient.
出处
《微计算机信息》
2009年第25期113-115,共3页
Control & Automation
关键词
GPU
几何剪切图
法线混合
锥形纹理
视相关裁剪
GPU
Geometry CUpmaps
normal blending
texture pyramid
view-dependent culling